Check the following on your computer:
- System Time
- System Date
- System Time Zone
And what operating system are you using?
GOT FIXED
I read that the daily and monthly achievemts you see ingame depend on your system date/time.
So looking at the daily achievements for the next days i saw that the “Daily Combo Killer” is in the Dailys at the 01.02.2013 (in 2 days).
Thought it got removed with the last patch because it didnt work as intended!?
(edited by crouze.3078)
The new system is fine.
Achievements you have to do for the Daily change each day
So you dont allways have to do the one with dodging or reviving.
And dodging and reviving is great …. thats what you should do anyway …. so dont complain and just play
Culling = server calculating what you will see and then send you the data.
pro: you can play with a worse internet connection / GPU.
con: calculating needs time and you have to wait longer for the data.
last patch: decreased the time to load an enemy AFTER you get the data from the Server.
What needs to be speed up is that the client gets the data from the server.
Anyone who read what anet wrote should have known that this wont fix the problem
They had some problems with the high res screenshots.
As soon as there was something like sunflare/bloom
water surfaces/reflections they somehow messed up.
The high res screenshot hid the UI automaticly i think.
I think the stereoscopic screenshots still hide the UI…
everything else was allready said by EliteZ
Here is what weapon crafters can do:
Artificer – Master Tuning Crystal gives condition damage based on vit and toughness.
Huntsman – Master Maintenance Oil gives precision based on vit and toughness.
Weaponsmith – Superior Sharpening Stone gives power based on vit and toughness.
So how about adding something similar for armor crafting professions that will give a defensive bonus based on you power/ precision.
Something like this:
Armorsmith
- Gain toughness equal to 6% of your power
- Gain toughness equal to 4% of your precision
Leatherworker
- Gain Vitality equal to 6% of your power
- Gain Vitality equal to 4% of your precision
Tailor
- Gain Healing Power equal to 6% of your power
- Gain Healing Power equal to 4% of your precision
And they are allready working on custom matches for spvp.
Wont be the same as duelling but we will have to wait and see what they will give us.
Spectator mode is on their list as well. So all we have to do is wait.
Just logged into the forum account to write an answer here … and i have a new private message.
Since when do the goldsellers write private messages in the forums? oO
However… back to topic:
Today i read a post on reddit with someone getting a permanent ban for writing a fake gold seller message after 30 minutes.
So it seems like that gold sellers allready get a perma ban. So please get some information before posting a suggestion.
The problem is that there are just to many.
Ban one gold seller and have 2 new goldsellers in the game.
And there is something worse then gold seller…. the gold buyer.
The gold buyer gives the gold sellers the money to buy a new account if they get banned.
If noone would buy the gold… it would cost the gold sellers to much money to advertise their service and they would vanish.
the server would have to compare alot. it may have an effect to the server performance!?
But it would be nice for sure.
I made a suggestion my self not long ago with some pictures:
https://forum-en.gw2archive.eu/forum/game/suggestions/Option-to-make-the-night-darker/first#post1184858One MMO that did “Night time” the right way is Lord of the Rings Online but only in selective areas. In Mirkwood when the sun sets it gets very dark and what makes this darkeness even more apparent is the “torch” feature where only the immediate area around your character is lit/visible by light.
At first i had the same idea to add a torch, but i deleted it and changed my suggestion from “make the night darker” to " give us an option to do it".
I did this because i know anet got allready complaints about that its to dark.
My first thoughts was to make nights more like the dark rooms of the jumping puzzles: http://i.imgur.com/zOgDE.jpg
Instead of making it pitch black in the distance they could make it darker in the distance. And the radius of the light source could be increased..
So you have a medium radius of lets say 600 around you with the same brightness as the current night, that then fades in the distance to something like in may screenshots.
The light could either come from a torch or some random asura device that magically is placed in a new equip slot.
Let it be some kind of glowing crystal, impregnation that makes your armor glow / emitting light at night or whatever.
But since there are to many complaints…. i changed it to a simple “option to make nights darker without any additional gamemechanic”.
Since the early betas have been talking about this topic. But apparently it is somewhat complicated to implement since no Dev has responded. There was talk of making the night much darker, with better weather effects, with dynamic events happen depending on whether it is day or night, etc …
https://forum-en.gw2archive.eu/forum/game/suggestions/Night/first#post824280
Didnt know about this one. I made a suggestion my self not long ago with some pictures:
https://forum-en.gw2archive.eu/forum/game/suggestions/Option-to-make-the-night-darker/first#post1184858
To bad that suggestions are forgotten as soon as they leave the first page on this Forum
And i want it as badly as most others here
(edited by crouze.3078)
They built objectives for any size of group. and this is one that is designed for smaller groups / solo.
I dont think they will change it
How about 5 might stacks 5 seconds when using a signet instead of 5% prec converted into vit.
would help to get some better burst damage (270 power by using 2 signets).
Allready have lower signet cooldown.
On the other hand the prec → vit trait gives you like 100 vit = 1,000 HP
The biggest quibble I have with the night/day cycle is that there’s little or no transition between the two. In FFXI, a much older game with a shorter cycle, time of day was very clearly reflected in atmospheric light, changes to the sky, ect. While I’d prefer a darker night, it still wouldn’t feel quite right to me if the difference is marked by Dwayna flipping the lights on and off. :P
The transistion in GW2 is 5 Minutes and a full transistion would be really nice.
At the moment the sun / moon is at a fix spot and only moves in the 5 minutes transition time. But a moving light would need alot of perfomance with the good graphic of GW2.
Didnt play FF XI but in the videos i saw the graphic is way worse then GW2 and a moving sun wouldnt eat as much performance as in GW2.
Another game with full day / night transition would be minecraft :P
But thats nothing i ask for since it would need a lot more work then just making the night darker
While the OP is a well thought out post. I must disagree with the survivability argument. It is possible with sword builds to make an outright tank yet still do pretty good dps, enough to blow up all the silly glass cannons that roll around anyway.
What build are you talking about exactly?
I know some pistol whip thiefs using the evasion.
But in my opion its only average survivability and dmg.But maybe you can prove me the opposite
I posted a build in the forums here just recently, take a look.
i remember this one. one of the better builds on this forum.
but i dont like the 2 utility skills for stealth when you have a dagger offhand.
instead of blinding powder i would take 1 of these:
- Shadowstep
- Caltrops
- Tripwire
- Ambush
as i wrote “tripwire” i thought about the idea of charges for it.
or a duration after someone stepped on it before it vanish.
but tha may be to strong so forget about that for now
Culling is being removed completely. Dev posted not long ago that all characters on the map you are in will be loaded simultaneously. There is no reason to adjust stealth or revealed one way or another.
They never said they are removing it completely. They can’t make that claim. How long will the game be allowed to suffer until then?
https://forum-en.gw2archive.eu/forum/pvp/wuvwuv/Update-on-Culling/first#post1137307
I believe that our goal of removing culling from WvW is achievable and I’m looking forward to the day that I can announce to you all that we’ve pulled it off!
no 100% guarantee or promises.
While the OP is a well thought out post. I must disagree with the survivability argument. It is possible with sword builds to make an outright tank yet still do pretty good dps, enough to blow up all the silly glass cannons that roll around anyway.
What build are you talking about exactly?
I know some pistol whip thiefs using the evasion.
But in my opion its only average survivability and dmg.
But maybe you can prove me the opposite
would be rly hard to balance. how about a siege weapon airship that needs 1,000+ supply and drops omega siege golems that you can build at your base. hahaha
just 1 thing: Asura portal gun
Some interesting ideas.
I thought about capture the flag myself.
Remembered me about http://wiki.guildwars.com/wiki/Relic_Run
Using body block, knock downs and slows to stop the enemy runner^^
The last one is more like a minigame. like keg brawl.
@Kitino:
thx, i like your venom idea
I will add your ideas later to the list.
But can you explain what you mean with making backstab a double hit?
As far as i know toughness is not a flat dmg reduction.
So the math would be:
100 dmg – 10% = 90 dmg
With 2 hits:
(50 dmg – 10%) + (50 dmg -10%)
45 + 45 = 90 dmg
it would still be the same.
What do the others think about the duration increase of the revealed debuff?
Why should it not work for old content?
If it is just a visual thing without special mechanics, everything should be fine.
Added human area pic as well now: http://imgur.com/d64ed
Real night is tough for games though. Remember the jump puzzle in Eternal? There’s a part there where they apply real darkness, and your light source isn’t ambient lighting. It’s super dark and would make it pretty hard to play.
Also, real night means you lose out on the stylized/pretty night scenarios the game has currently
. Since most of the maps are not in areas where there are torches and bright lights, real night will be REALLY dark. If you know what dark is like, go camping out in the woods. It gets pitch black out there lol.
I even know who made the dark part of the jumping puzzle :P
But a closed room is not the same as being outside under the nightsky.
It doesnt need to be as dark as in the jumping puzzle.
I added a picture to show other areas as well.
Sylvari areas at night would be awesome with their luminescent plants and flowers.
I dont think the killshot is as bad as the stealth.
The thief nearly halves the time he is visible.
He gets affected from culling every 3 to 4 seconds.
You have a good point with other classes are affected as well.
But its by far not as bad as the stealth thief.
Lol exploit, yeah lets put reveal up so a thief cant stealth at all!!!!!!!
I thought of just a few seconds… like increasing it from 3 seconds to 5 – 7 seconds.
So it will compensate for the time the thief needs to load for the other players when he gets out of stealth.
And with the standard initiative regeneration cloak and daggers 6 initiative would need 8 seconds to regenerate.
It would not effect his overall damage output that much.
I dont see any problem with increasing the duration of the “revealed” debuff.
I think moon phases with relative illumination of the land would add to the realism.
During a full moon you can see pretty much far at night, while on new moon it gets much more darker.
Of course, under a new moon it could be harder to go out and fight at night, so why not have perhaps bonuses on magic find for the darker nights?
I think they wont make it any darker for everyone since someone told me they got to many complaints about how dark the night is. So an option for “dark night” in the graphic settings would be the best we can get.
And if we only get it as a graphic setting, there wont be anything like bonus magic find at night, torch night mechanic or any other special mechanic at night.
Though a bonus magic find at night for the players using “dark nights” would be nice
But a dark night does not make it that much harder to fight to justify the magic find bonus. It would need other mechanics like stronger enemys at night and that is again not possible if it is just an option in the menu.
added this pic: http://i.imgur.com/zon6h.jpg
And i dont know where the problem with “not seeing stuff” is.
Its not as dark where you would run into every mob and get stuck at every tree because you dont see it.
If it doesnt get dark… they could remove the day /night cycle in my opinion.
The torch was meant for players that say they dont see anything ^^
(edited by crouze.3078)
Hi,
there is something that bothered me since the first time i was playing: the night.
Its not dark at all.
On my first day in game in a night i set the gamma in the options all the way down an thought how much better the night feels when its rly dark.
At the moment there is no big difference between day and night.
My suggestion is to make the nights darker.
Seems like some players dont like dark nights but if you add it as an otional setting it should be fine.
Playing an area in a dark night would be a whole new experience.
And here some screens how it could look like:
http://imgur.com/a/g7yrx
edit: changed “make nights darker” to “give us an option for dark nights”
(edited by crouze.3078)
Or I could lay down short bow 4’s combo field for 0 traits and do more poison then I could sharing it with venoms.
thats why i wrote
Utility for poison? we have a shortbow poison field…
I edited something about the skale vulnerability to my other post.
Its just says: Warrior greatsword attacks do more vulnerability / time
With high power, no healing power and leeching venoms you get a bonus damage and heal of 380 per hit.
Spider venom lasts for 6 hits traited.
6 hits * 380 heal/hit = 2,280 heal
6 hits * 380 dmg/hit * 5 players = 11,400 dmg
This may look good. but
- You need 30 points in a full defensive trait line + 2 major traits.
- All players need to stay in a 300 range
- 36 seconds cooldown when traited
- The heal is not superiour to other aoe heals (amount of heal, recharge, range)
- Utility for poison? we have a shortbow poison field…
- Other venoms last for at least 2 less hits.
- The damage may look much. But other classes/builds have more dmg on a 6 second cd weaponskill.
- Dmg scales only little with power (might wont buff the dmg that much)
- Its fix damage. So it wont benefit from crit, vulnerability stacks or suffer from enemy armor.
I think skale venom would be the best for a group.
With venom share its up to 20 vulnerability stacks for 6 seconds and 38 sec cooldown when traited. IF everyone is within a 300 radius AND hits the target. So its more like 12 stacks.
12 stacks * 6 seconds / 38 seconds would result in 1.9 effective stacks / percent dmg increase.
You’d get the same result with a warrior using the first 2 skills from the auto attack chain every 8 seconds.
A warrior using the said 2 skills every 5 seconds would even beat the best the thief could get (4 players in 300 range, venom share, venoms last 1 extra hit and no hit misses)
(edited by crouze.3078)
So what you’re complaining about is that you don’t have dps, utility, and survivability all at the same time.
Its more like that the thief can only choose 1 of them while there are some classes that have medium utility and survivability while having good dps.
If thief wants medium utility and survivability he has medium to low dps.
Only useful in a siege….. granted it’s broken there. Thief = Mobile Ram that doesn’t need supply.
1 Thief + 4 players in 300 range < 1/2 flame ram.
Its true that the damage is not reduced. But its not as powerfull as a flame ram.
Think it is a glas canon flaming about the high damage of another glas cannon.
I agree that stealth is to strong in WvW with the culling problem.
Haven’t played WvW in a while so i have no experience with the stealth + culling problem.
Back then i remember the culling was a problem in big zergs but not in smaller groups.
But if culling affects thieves that get out of stealth then its not ok.
Increasing the duration of the revealed debuff would help to balance it.
well, i don’t see A-net dream team to actually buff the thief for PVE after so much QQ tears from WvW or PVP
Yeah, maybe after they fixed the culling problem that makes the thieves stealth so much stronger.
Getting together in a 300 radius around the thief not only needs the group to coordinate. but it also makes the group suffer more from AoE spells.
No group wants to get together and be hit by some AoE stuff for the low bonuses of venoms.
I’d like the idea to see them change from “for the next X attacks” to something like " for the next X seconds".
I think depending on the Poison that could be 5 – 10 seconds.
Basilisk venom could become a problem though because it does not stack.
It would need to be able to stack up to 3 seconds. Reduce the stun duration per hit ( to like 1/4 second). and the time for it would need to be lower. like 3 seconds.
This way it would need 12 hits to get to the 3 second cap.
In theory the max stun duration would be 6 seconds but you’d have calculate that after using the Venom, it takes some time before the first attack hits.
So I think it would be more like a maximum of 5 seconds.
Added Panacea’s and dee jay’s ideas.
Please keep the input up.
Yes, it strips defiant stacks. but at what cost?
A boss gains at least 10 stacks of defiant each time.
Headshot needs 4 initiative.
That would make 40 initiative.
That would make 6 cloak and dagger + backstab, 8 pistol whips or 13 backstabs.
Then someone else uses a random crowd control that does like nothing sonce its not timed.
And hey look… the boss got 20 new stacks of defiant.
Thx for the feedback so far.
It looks good and i will add as much as possible of your stuff to my list.
Hope 2 reserved posts will be enough if i keep it up.
I want this to become something the devs can look at and see the community’s ideas on 1 site.
And yes, some classes can go nearly full damage, pick 2 support utility skills and have more group support then the thief that skilled fully support.
basic crits hit for 150% (+50%) damage.
how to calculate the damage:
Expected damage = Base damage * (1 + (0.50 + (Critical Damage / 100)) * (Critical Chance / 100))
some calculations with 100 base damage per second:
with 50% crit chance:
100 * (1 + (0.50 + (0 / 100)) * (50 / 100)) = 125 dps => 25% more damage.
with 70% crit chance:
100 * (1 + (0.50 + (0 / 100)) * (70 / 100)) = 135 dps => 35% more damage.
with 50% crit chance and +50% crit damage:
100 * (1 + (0.50 + (50 / 100)) * (50 / 100)) = 150 dps => 50% more damage.
with 70% crit chance and +50% crit damage:
100 * (1 + (0.50 + (50 / 100)) * (70 / 100)) = 170 dps => 70% more damage.
About the base damage i am not to sure.
but i think increasing the power from 1500 to 2000 increses the base damage by like 33%
(with a 1000 damage wepaon)
just to give you a feel of how the values effect your damage.
hope it helps a bit
reserved for possible expansion
What could be changed:
General:
- Group support: Other classes can support more with a damage build then thief can with support build.
- Fury: In my opinion the thief is the main crit class. It even got a trait named “critical strikes”- But there are only 3 ways to get fury with the thief. Stealing from mesmer, hitting enemy below 50% (trait) and stealing (trait). The stealing one is the only AoE fury the thief got and unfortunately i have to compare it to the Warrior again. Thief having 10s fury ~400 range and 34 -45 sec cooldown, the warrior buffs 8s fury with 600 range and 20 -25 sec cooldown. resulting 30% more fury with the warrior + higher range. Thief should be superiour with buffing fury while warrior should be the one increasing the normal damage (more might stacks). Dont take Fury away from other classes but make the thief superiour with buffing it.
Skills:
Venoms:
- Mechanic: change the “for the next X attacks” to " for the next X seconds" and/or increase the range of venom aura trait (looking at shouts and banners with 600 range). For the first change the basilisk venom would need a rework. See the Idea about basilisk venom
- Basilisk venom: Reduce the stun duration to 1/2 or 1/4. Make it stackable and increase the number of attacks or use the venom machanic idea and make the stun apply for the next 2 – 3 seconds.
Elite skills:
- Underwater: Only basilisk venom usable underwater. could give the thieves guild harpoon gun and spear. Make daggerstorm usable under water like you did with the ele whirlwind elite.
Class mechanics:
- Steal: Make it 3 steals (offensive / defensive / support) + 1 return shadowstep for ranged thieves. All 3 steals share the cooldown and you get a skill depending on the steal you used. (Panacea -> steal idea )
- Health: Reduce the gap between the low / medium / high health professions. (dee jay -> paragraph 5)
- Stealth: Increase the duration of the revealed debuff. This would help against the stealth + culling problem in WvW. Cloak and Dagger uses 6 initiative which will take close to 8 seconds to regen. So i think increasing the revealed debuff to 5 – 7 seconds wouldnt hurt to much.
- Stealth skills: add an additional “when not in combat” bonus. Backstab damage could then be decreased. In PvP you’d have to stay outside the field of view of enemy players to do a succesfull suprise attack. Since seeing the thief would result in placing an aoe and stand in it so the thief cant reach you without getting into combat.
(edited by crouze.3078)
Hi,
I used to play Thief in the past but somehow it felt like a Thief cant contribute much for the group.
In my opinions the thief need some changes. If you want me to add anything to the lists below or disagree with anything just post it and we can discuss and change the list.
I’d rly like to read your ideas on how to make the thief more viable in groups.
But i dont want to point out only the flaws of the thief. So if there are things you think are to strong, write them down with your idea on how to nerf it.
So here are some things that i think a thief is good/ bad at.
First the good stuff:
- Kiting: using caltrops and cluster bomb to aoe farm mobs (solo play)
- Disable 1 enemy: using cloak and dagger + deadly strike can shut down some enemys to prevent them from using stuff that could be hard to deal with (heals / summons / big nukes).
- Damage: If skilled right and some conditions are met, you deal good damage (enemy hp below 50%, conditions, having over 6 initiative)
- Combo finisher: with short bow the thief is one of the best combo finishers. Having a 20% projectile on auto attack and a spammable blast finisher.
- Stealth: using stealth to skip some enemies.
- Blinding: using blackpowder can blind alot of mobss when they are close together
- Mobility: with his shadowsteps and passiv 25% move speed he is the fastest to get from 1 point to another.
Now lets get to the bad stuff.
- Boss fights: nearly no group support since blind / daze does not work 100%
- Survivability: lowest base HP and medium armor. Can drop to the floor rly fast. Cant get a reasonable survivability without loosing alot of dps.
- Venoms: With traits they have a good potential for group support. In PvP they are great. But in PvE venom aura’s range is to small to be a solid group support. (300 range while you mostly spread around bosses)
- Stealth: Ash Legion Spy Kit. No need for a Thief to invis skip something. anyone can do it.
- Damage/Support/Survivability ratio: Breaking it down, damage is mostly what a thief is good for. But compared to other classes hes does not do that much more damage to make it up for the lack of survivability and support.
I think changing the Venoms would be a rly good thing to improve the group support of a thief. compared to other classes the warrior i.e. can have great team support due to banners and shouts without putting a single point into a defensive trait line. The thief needs to max a defensive trait line to share his venoms.
(edited by crouze.3078)
Class: Guardian
Trait: Battle Presence
Bug: Allies that get the Virtue of Resolve effect are immune for the next apply.
For me it looks like it applies every 3 seconds with a 3 second duration and ist not stackable. So what i think happens is that it tries to apply the buff to a target that allready got the buff and is therefore immune to it. That results in a 50% less efficiency of the trait.
The bug should be well known allready.
I wonder why its not fixed allready.
Does it work as intended and is just a “minor” bug that you get the “immune” message?
But then it would make more sense if the healing amound would be reduced instead of applying the buff every 6 seconds for 3 seconds.
Using a Razer Black Widow Keyboard.
Same Problem but with the Razer keyboard configuration tool i am able to rebind any key.
So I changed “<” to “ö”. A key i would never use since its to far away.
Now i can use the “ö” to bind what i need on my “<”-Key.
Dont know if the Logitech keyboards (like the G15) can do the same.
Hope the bug gets fixed soon for the ppl without a keyboard like the one i got.
Its not about reporting the exploit but the players that use the exploit.
All i could do now is to use the ingame bug report with a screenshot of their names.
Hi,
i am running Citadel of Flames and all the others want to exploit the 2nd path with magg. Is there any way for me to report them when they exploit it?
Yes, lieutenant Kohler is not bad.
But i think he could use his pull / whirl combo way more often.
And maybe reduce the cast time a bit.
That would put alot more action into this fight.
In my opinion either the closed alpha/beta testers failed to tell the Devs how to improve the dungeons or anet didnt listen to them.
The dungeons feel like nobody tested them.
A lot of bosses have to be buffed where other need a nerf.
Some are like “instant kill without a warning” and others are like “you can auto attack me to death”
There are a lot of other things beside the “Lieutenant Kohler could do his combo more often”. But i lost the motivation to play dungeons and i have a bad experience with putting a lot of effort into making good suggestions and not getting any attention.
Thats a good point.
The data gathering would be a good excuse for not banning them immediately.
Hope youre right.
I think the teleport hacks should be easy to detect. I dont know why its possible anyway.
But I am happy that the character position is the onlything the hackers can manipulate.
Imagine immortal porting bots that deal 100k damage and clear a whole map or even dungeons in a few seconds. That would be insane.
I just wanted to know if there is anything we can do as player to get the bots banned faster.
But the thread is not going the direction it should and the Moderator said we can do nothing.
Think the thread can rly be closed now.