I think he’s suggesting the entire game enables player killing… L.A. would be a slaughter field.
If there is a Champion spawned, it’s because there were enough players around to spawn a champion. Unfortunately, they’ve probably died and long-gone somewhere else, which leaves the clean up crew to deal with the champ.
On one occasion, I was soloing around level 2 and came to the toxic wurm room. Because it was just me, the boss that spawned was a Veteran Toxic Wurm and not the champion. Now this is still a kitten tough fight, and I didn’t manage to kill him (kitten those wurm spawns.. but I was close!) so left it to the next group.
Any sizable number would have had an easy time of the Vet, which is just their luck I guess :-)
You could always keep running the decks, and not injecting the anti-toxin.. Would likely go for a long time before returning to plain old but attractive kessex hills.
I suspect they wanted it to run as a world-challenge between servers, like killing Teq 2.0 for the first time.
Yeah, in terms of WvW I have always wanted to fight with subterfuge and sleight. When there’s a giant red “I AM HERE” tag on your head, it is absolutely impossible.
It’s a big map! Plus it needs more tactics and counters anyway, so being able to hide away in an area where an enemy is unsuspecting would make a world (pun) of difference to the game play.
In terms of scope, there still needs to be a method to identify friend from foe. I think there is a game-engine limitation which would easily allow enemies to be ‘tagged’ and shared with others, but perhaps something simply like a mouse-over a player will highlight them red for you.
My Mortar Team heavy leggings also say:
“These help deflect the blast away from your more…sensitive…areas.”
..but they never do :-(
I keep stopping myself from just ‘dropping’ an account item in a room, so I can log out and log back in with another character that is in the same room, so he can pick it up.
One day, I will lose something precious :-\
Can’t even see! What are you seeing?? Other than a low-detail poorly textured version of Guild Wars 2 :-)
Greets,
I seemed to have had a stroke of luck, and received the Toxic Spore Skin back-slot item from the tri-key chest (and air-filtration in the same chest!). Seeing the preview it looked like a really cool skin that matches my character well. So I used it.
Now it is cool, but the fixed-placement of it floating is really disturbing when running, because it doesn’t “float”, it’s more like it is strapped to my back with an invisible inanimate carbon rod, and keeps swaying left to right when my character does the same.
Would anyone else prefer if it was tethered in a manor much closer to the kite/balloon (ie: closer to a piece of string) however that tether be rendered invisible?
I think it would greatly improve the appearance of it floating instead.
I posted this earlier.. have a read:
https://forum-en.gw2archive.eu/forum/wuv/wuv/Total-Flop-of-Ranked-Servers/3147466
I’d like to see a combination of the planned Edge of the Mists (FAQ: https://forum-en.gw2archive.eu/forum/wuv/wuv/Edge-of-the-Mists-FAQ ) and a dynamic player limit on each map.
Right now, it’s clear and apparent, the highest population wins. This makes for long, drawn-out play time where you simply accept you are not going to ‘win’ most fights because the other server just has way more players in the WvW game at present.
My suggestion is start with a 100/100/100 base for servers (lets assume thats 100 players). Each server score effects the base with less numbers in high-score servers, and high numbers permitted in low-score servers.
Take for instance:
- 200,000 / 150,000 / 50,000 scores
Proportionally, with set hard limits of say +/- 30% from the base, the split for each server would be: - 100% / 107.5% / 122.5% player limits
With much higher stacked scores:
- 200,000 / 50,000 / 25,000 scores
- 86% / 119% / 125% player limits
Essentially, this is a Catch-Up game play mechanism: http://en.wikipedia.org/wiki/Game_mechanics#Catch-up
Yes you are limiting the servers who want to play more, by making them play less. This is obviously not desirable overall, which is where the Edge of the Mists maps come in to play. Right now, we assume there will be plenty to do in there. That’s the key point to making the player limit still be fun for all who do join in.
Since the EotM maps sound like they will be fun and active, with plenty of loot, I would also suggest a magic-find bonus seeded from the inverse of player limits. If you have an 86% player limit, offer 114% magic find bonus.
So this isn’t abating any of the inherent flaws in the ranking system, or server transfers, or even number of players. What it does is offer a softening effect to the massive disparity we see between servers, while still encouraging players to play.
Thoughts?
When I did it last night, it was 1 player.. me :-\
Ran around, 300 points, won a chest!
This was a huge improvement over Keg Brawl the night before, where again just me sat there and the game never began :-(
I did make a smiley face out of all the keg barrels though…
But why does everything have to be equal?
So it takes 4.. so what? Maybe your character is just a crap carpenter who can’t work with soft wood very well, and consequently ends up throwing out 25% of all completed work because no one wants to buy it?
Just sayin..
Maybe since the Largos are an honourable yet vindictive bunch (think Chaotic Good), who certainly wouldn’t take the crap that Scarlett dishes out to her minions.
It would be nice for them to have a ‘home world’ under water somewhere, and a nice epic adventure to go along with it.
Isnt Sentinels just pvt? Just AC it…
And @Adam – what are you smoking? I hope you’re not implying zerker should be the way to go in wvw as well…I didn’t say that, but sentinels is too much defense. I’ve never had any problem in wvw with knights armour and zerker trinkets, be it zerg combat or whatever.
You obviously don’t play an Elementalist! With Knights and Zerk, you would take about 75% HP damage from one backstab.
However, Sentinel’s gear is major Vitality, with minor power and toughness (aka ptV) where Soldier’s is Ptv. Since this gear was for my ele, with a build I made aimed at a supporting staff roll, the ptV gear would provide greater benefits through extra vitality than it would any power or precision.
Unfortunately Toughness gear has no minor in vit, and the only other Vitality gear (Shamans) has no toughness.. so Sentinel’s is great, but not available.
Hi,
Just wondering if we will see the return of Sentinel’s gear in the Tower of Nightmares patch, or any time soon?
I’ve just put together a build I would really like to try out, but at the current cost of… 490 gold, I think that’s a bit rich :-(
Cheers
I don’t like Lightning Hammer builds, simply by choice.
My high damage S/D build simply focuses on arcane synergies with vulnerability, boon duration and attunement swapping:
http://en.gw2skills.net/editor/?fEEQJArYhEmIbmxzgjDAEFtYiQhFQUeEzM1A-jQCBYfBkgAgEBM5pIaslhFRjVZDT5SIS7K12bFRrGA-e
I can absolutely confirm this is a bug. The symptoms may be lag induced, but it is definitely glitchy.
I completed the tower once, then left it a while. Came back later on, and noticed that when the first wait-point animation starts, it would run for 0.5 seconds, stop, then start again. Later on, after you complete the (faceplant) jump down there is another animation. This also would start early, stop for 0.5 seconds, then start again.
If either of these happens, you will NOT make the jump into the clock face.
After ~20 more attempts of trying to jump in, I gave up in dismay. Perhaps 30 minutes later I attempted it once more before having a break. Needless to say, no animation bug, and got into the clock face first time. Tried it again, bam another success. 5 points in one 15 min session and came to the conclusion that the earlier attempts were 100% bugged and faulty in the worst possible way; that is, it took significant effort and difficult jumps to repeatedly find a bug that looked like our fault and not the games engine.
For what it’s worth, this is my daily PvE build:
http://gw2skills.net/editor/?fEEQJArYhEmIbmxzgjDAEFtYiQhFQUeEzM1A-jQCBYfBkgAgEBM5pIaslhFRjVZDT5SIS7K12bFRrGA-e
Scepter/Dagger, very high damage output via Sigil of Battle might-stacking on swapping attunements, with 45% boon duration, vulnerability-stacking, permanent +10% critical damage, and the essential 35% perm movement speed between fights.
You certainly won’t just be pressing ‘1’. If Fire/Air/Earth attunes are available, you swap. Use all fire and air skills on attune, use blind and stomp in earth (with armor if in a precarious situation). Only swap to water when you need condition removal and heals.
It’s a very effective damage and playable build.
I do long for some more exploration. From memory, there’s only been two new areas since release (being Southsun Cove and Labyrinthine Cliffs) with only one of those being permanent.
Exploring is genuinely interesting for me! I like looking through all the hidden nooks, searching for surprises or areas where the developers just had a bit of fun.
Sadly since release, and all the focus now on Living World, with no news of expansions, I can’t see there being a “whole new world” for me to explore
I would love to see another 10+ full sized map areas, and less 2-week-story events that usually just revolve around a mass group of people moving from one way point to another.
Downloading it now.. I’ll keep an eye on the progress.
First launcher patch around 3MB.
Main patch (and roll-ups of the following minor updates) came to 280MB.
- No Greatsword.
- Change all of our 1H weapons to full 5-skill slots.
- Make all off-hand weapons modifiers to main hand.
Off-hand dagger adds conditions to our main-hand attacks based on it’s rune.
Off-hand focus (lives up to it’s name) focuses main-hand attacks to increase damage.
2H weapon skills would be on-par with a 1H+off-hand combo.
Just my suggestion anyway.
I think the OP has some confusion about the damage numbers.. If you are seeing 30-40k damage on a warrior or other class, it’s not a single instant hit damage number.
These damage numbers are cumulative, meaning the combined damage over a certain amount of time came to the total damage of 30-40k. If you were to do 100 blades for instance, this is over somewhere around 4 seconds averaging out around 7.5-10k dps. Sure it’s decent damage, but not the 30-40k you see on screen. I guess using ‘DPS’ is a misnomer, and should expand to Damage Per Skill
On the other hand, something like Fire Grab (Scepter 5) can do a LOT of damage, in one hit. This makes ele very ‘spikey’ in terms of damage we do, being instant hit damage as opposed to sustained in other classes like warriors. Ignoring our crappier aspects like health and armor, we sort of can get good damage at the cost of even crappier health and armor.
I did manage a 16.2k churning earth on Subject Alpha in CoE last night, which I think is one of my highest numbers
I don’t want any personal mount.. it always bugs me how ridiculous it is to see them ‘appear out of thin air’ when you want to use them.
If mounts were to be implemented in the game, it should be in the form of taming a near-by creature, which you can then ride for a speed boost in the map you are in. You would also be denied any combat until you get off the mount, or the mount dies.
I wasn’t trying for a legendary, but once I realised I had accumulated pretty much 90% of the materials I needed for it anyway, plus had several hundred gold not doing much.. well I decided why not?
Only significant effort came in the form of learning the dungeon path (CoE for me), and once I had that covered it’s literally only a few days with a couple path runs per day. Last ditch effort was selling a significant portion of my mats to afford the 100 lodestones, and done..
Of course I was lucky to buy my precursor for ~130g but if a scavenge hunt is coming to be able to make them, I certainly see it as possible for most people who play daily..
Hi!
I too would like to offer some advice: Please don’t read the forums :-)
Wiki, yes definitely. It will give you all the information you would like, in an unbiased clear and clean statement. (ps: there is a /wiki command in-game to open your browser and search the wiki).
The forums are dominated by people with complaints and demands that will belittle your first-time-through experience. Enjoy the game first! Only come here when you are looking for more :-)
Greets,
The patch notes list two items that change after two weeks:
- During the Twilight Assault release, the number of deadly blooms and empyreal fragments awarded for completing the Twilight Arbor Aetherpath will be increased.
- After the release, they (Aether Key Pieces) will only be found in the Tarnished Coast and Steamspur Mountain areas.
Just wondering what/if there are any other limited time frames for the rest of the dungeon path(s), rewards, achievements etc?
Looking from the outside, it sounds like after the two weeks are up we will still be able to accomplish everything this patch has to offer? Yes, I’m thinking it might be good to spend less hours in-game for a bit
Not to mention you get a free Black Lion key at Level 10.. Be thankful it’s going to be very easy to obtain a free key!
Coming up to an opportunistic time for us weekly-workers…
Saturday 28th, 08:00 Perth time
= 10:00 Brisbane time
= 00:00 UTC
= 20:00 US Eastern Daylight Time Friday night
= 17:00 US Pacific Daylight Time/Server time Friday night
I’m going to try and get up early then join in on some of the Friday night US Tequatl groups.. fingers crossed :-\
Apologies! Search was not cooperating for me, but it turns out Google search was and found the forum post about this issue already :-)
https://forum-en.gw2archive.eu/forum/support/bugs/Fix-our-legendary-please/first#post2874596
Maybe I could move this to a forum-search bug :-)
Better yet, delete away!
So here’s a weird thing.. I just finished making Meteorlogicus at last, and equipped it yesterday.
I was in L.A. at the time, and it was night. While I was running around, I noticed that along with the footsteps I also had a trail! It was rainbow-like, short (say 5-character lengths) but very clear! I hadn’t seen anything about it having a trail so was surprised to see it. Interestingly I hadn’t selected stats on the item yet, so I am wondering if this is a factor?
Running with graphics on High setting, except world characters on Highest on a GTX780.
Is this the intended trail that is supposed to be there, but some how it only works on the first equip? Just wondering!
Firstly and foremost, you need to stay within the capabilities of the game engine.
- Keep in mind, Teq is really just a big King Toad. His foot-stomp is a wave that’s almost exactly the same
Adding specific inflictions like the branding will likely simply not work, because it is not written into the game engine to handle that kind of player interaction. You might be able to have a ‘flying’ craft of some kind, but it will also likely need to be stationary. That many moving characters in the air, with that many players below would likely cause havoc in the physics engine (pun intended..).
What I would expect is something like a Phase-X where Shatterer takes flight, and strafes the entire battle field, causing something like a ‘wave of crystal bombardment AoE’. Think: once he takes off, circles and comes back you will see the battlefield lit up with row-after-row of red AoE circles, which a few seconds later are impacted by giant crystals.
Completely plausible within the current game engine, and a boss-appropriate effect, with Crystals also being the motif.
Next you could go with something cooler – think of what was happening in the Queen’s Gauntlet fights.
If it were something like the ooze.. and my word that would be hilarious.. each time he takes some damage, he gets slightly smaller :P
Or an effect like the whirlwinds would be interesting – have him spawn a dozen random-moving whirlwinds that throw the players around, particularly in those places where we currently stand for safety.
Basically there’s a lot that they could do, but it needs to be related to a game mechanic we currently have too, albeit on a much grander scale.
Something I’ve found I am very good at, is jumping!
Having run a lot of CoE lately, I normally make it through the laser jumps first go. Often I’ve been waiting around for another 5+ minutes until someone else makes it through to use the consoles though. Not sure why but the human-ele sized character and permanent 35% run speed matches very well with my jump timing!
Tequatl waves are often a breeze too when lag doesn’t fluctuate too much. I do see many of my fellow-lagged aussies unable to account for the +/- 200ms variations as well though
This is at medium settings. The game auto detects at ultra and I turned it down medium with post processing off and shadows and reflections to low. It gives me about 5 fps more than the auto detect settings. On my AMD I have most everything on low and can’t even get the 20-25 fps I get on my i7. This is during bigger zerges. Normal gameplay areas I get 70-100 fps.
Interesting. I normally run around 80 FPS in normal gameplay and drop to 40-60 FPS in big zergs with everything at high (except shadows at medium + post-processing off).
I don’t believe you for one second.
Firstly, you are using a nvidia card on a 60-75Hz maximum monitor refresh. IF you are getting 80 FPS, then you are first up not using Adaptive V-Sync which is already the wrong thing to do. If you are running with vsync off and sustaining 80 FPS, then you should obviously tuen vsync on. Alternatively, if you are running in windowed mode this will instantly cut ~10-15% performance further indicating you will not sustain 60 FPS.
Next up, a couple months ago I moved from a Core i7-940 + GTX580 to a brand new Core i7-4770 + GTX780. The performance increase is just about where I expected it to be, and it still does not sustain 60 FPS in any large fight such as Tequatl.
1) Neither system auto-detects as Ultra in any setting.
2) Both systems test comparably in all other games with equal specification PC’s.
3) My new system still averages around 25 FPS on High for most of the Tequatl fight with high player numbers, with player count upped to Highest. Sure if I look at the ground/sky I get 60 FPS – this is not an indicator of performance.
If you turned post-processing and shadows off/down then obviously you aren’t running with the graphics set to high. So if you want to retain any viable belief in your systems performance, you need to submit a video preferably with FRAPS enabled and showing all detail settings used. Alternatively, keep the F11 settings window up so we can see current FPS.
Until then, in my opinion you are just trolling.
Shanaeri said it.. I’ve been in ~14 Teq fights so far, and not one has been successful (only two even got to phase 2). I was waiting for the weekend, but today seems to have been just as much shambles as the weekdays
Having said that, I really want to complete this. I’ve active and fully participate in every attempt. I’m an expert at jumping waves now, or often guard the west turrets.. but as per last attempt an hour ago, I find people mining ore.. and see people selling at the near-by karma guy.. or just waiting at the way point, or worse, dead on the floor.
What can I do to prevent them? They are ruining my enjoyment honestly. Failing would annoy me less if I at least saw everyone trying to win.
I would say severing an artery, be it millimeters thick or centimeters thick, it still severing an artery.. we should be able to crit really
I too would like to join!
As backwards as it sounds, I think the OP should get some of what he wants. I’d rather not join his group, and if he can better indicate what I don’t want to join, all the better for everyone.
His play style is not my play style, but that doesn’t mean either are wrong.
I think the onus lies with the devs at this point. A simple ‘text input’ field is not enough. We need filters, much like the Trading Post, to narrow down what we are after or what is acceptible to group with. We have a base LFG tool that works right now, and given time it will be improved upon adding filters and the like.
But hey it’s all early days for the in-built LFG tool, so please provide constructive feedback and we might all get the tool we want!
Sigh.. I agree.
18 hours of LFG and still no one wants an ‘unexperienced’ CoE player. I would rather just play the whole game single player.
ANet, if we could know in advance whether the respawn timer for Tequatl will be changing post-patch or maintained with the current 2½ hours + ½ hour spawn window, it would be appreciated.
Since it’s the ‘big-event’, it would be nice not to miss it!
How long will SAB be open this time around?
in Super Adventure Box: Back to School
Posted by: biofrog.1568
I think it is the full month.
I’d like to see a timer on the login screen, exactly like the Daily timer currently. I mean, it already says something like:
Daily
0/5
17:43:12
Why not change the current Living World to read:
SAB: Back To School
0/13
473:43:12
I am Charr.
http://www.youtube.com/watch?v=OPsSPc-Q5hc
oh you can get up alright.. jump onto the wood pole before the ramp, then onto the ramp and just before the ramp disappears, jump onto the tree. Then you can follow the blocks jumping up.
I ran out of time to check up there however..
Hi, I just went through world one again, and now there is a ramp on the right side of the mine cart bonus area.
Only got to the top right at the end, but didn’t see much on the other side – just no floor.
Is there anything special up there?
Yup. The way I’d like to see Orr improved is a ‘GW1 Factions-like’ world domination contested line, where you can see the blue/red opposing forces at the front line. Worlds can combine together to “push back” the opposing Orr forces into their territory.
Maybe even change Temples, so capturing them involves pushing the opposing force line back, followed by an event to take the temple. The temples at the far reaches of Orr will be hard contests given the distance and force required to push them back that far.
TL;DR: I liked the blue/red front line approach in GW Factions.
Thanks for listening to player feedback!
in Super Adventure Box: Back to School
Posted by: biofrog.1568
Yup, major kudos to Josh Foreman for putting up with the massive amount of complaints at first release. You guys really came through in the end to make SAB W2 something fun to play again. (not perfect, but fun.. don’t get too smug)
On release of SAB2 I spent maybe 6 hours into (early) morning before finally coming out of zone 3 unfinished, and totally exhausted. I had resigned then to not go through again sadly.
Following this latest patch though, I jumped back in and to my surprise it was quite enjoyable again! A couple things I disagree with still (geysers should still move! just be more time-friendly!)
I know Josh always commented in ridiculous amounts to even absurd and snide remarks made in these forums, but thanks for sticking with us Josh!
Yeah, I think we can definitely say Josh Foreman and co. have definitely done the right thing with this latest patch. It’s easier obviously, but I always felt SAB was more of a parkour game play, with fast smooth-flowing running and jumping that awards you for successive jumps.
The die-if-you-do and die-if-you-dont game play kind of sucked.
There are a few mechanics that I still think need a little tailoring, such as instant-kill arrow darts (they should knock back + damage just to give you a chance of living at least) and I think the water geysers should be re-instated but perhaps with a synchronised and more forgiving time frame. As it is they are just odd platforms now. But to be honest, this patch has fully redeemed how I feel about SAB.
It’s a huge adventure now, but not one that deals in death heavily
FWIW, graphics quality and latency to the servers will make a massive different to loading times also. Lower the detail, and port to a 0 population waypoint and you will see a very fast load.
I put together a new system several weeks back, core i7-4770, samsung 840 pro 512gb ssd, gtx780, 16gb corsair 1600mhz ram. It’s very obvious the ssd speeds make a decent difference, but once the loading is done it still takes me 7-10 seconds of no ssd activity just to connect to the servers, and likely because of being situated in west australia.
I do wish they would re-use a connection when porting between waypoints on the same map though. It looks like it disconnects and re-establishes a tcp session each time you use a waypoint (unless it’s visible already). Technical engine limitations I guess.
https://forum-en.gw2archive.eu/forum/info/updates/Game-Update-Notes-September-3-2013
BALANCE, BUG-FIXING, POLISH
- Super Adventure Box of Fun is now giftable from the Gemstore.
- Fixed an unintended damage increase that caused engineer kits, elementalist conjures, and warrior banners to deal more damage than intended.
- Fixed an issue that was causing the loading screen to drop prematurely.
- Fixed various crashes.
Say what, now?
Is it too hard? Respect the awesome work
in Super Adventure Box: Back to School
Posted by: biofrog.1568
Holy BALLS that is difficult. I made it all the way up to requiring a Torch to break through an Ice Wall, as my candle wasn’t powerful enough. Of course by that point, I’d used all my baubles just on staying alive!
Is that World 3 Zone 1 then? I had 3 boss fights before hand.
@John – Rapids and the water mechanism just isn’t clear enough. For me (in Australia) the ping is AWFUL and really dissolves me enthusiasm being jerked all around the place even when I thought I had succeeded in my jump. Many of the crocs/turtles also seem just that little too far our of reach imo.
The vertical logs had issues. there were massive blank sections, where I seemed to be hitting empty air a lot, and in fact I could see them when I died at times, but not while playing. Bug?? Either way, once I fell into the ‘back path’ behind those logs, I took the long way up with the bears.
Lastly, those bleedin’ arrow spikes on the tower up to the gong. Do they HAVE to insta-kill? Can we just get a 1-2 heart damage and knock back?
It seemed I was going through lives far more than going through hearts.
Pro-tip to all – if you release the gong, JUST DIE. You will respawn at the bottom, AND the gong will still be coming down! Run to the last 3 spike traps and the gong will be just behind you on the way down.
Boss fights, not too difficult.. just right I think. Ice is fun! Good icy motion, but water makes me sad
I will have to bauble-up a bit in World 1 I think, then go back in with plenty for the Torch (and flute!)