GW2 is balanced around pvp. Even though the balancing team tries to not hurt pve much, they do not directly focus on it either.
So, unless (or until) GW2 gets massively revamped in several key areas, dps builds, and especially GS warriors will continue to dominate this game’s pve. It’s a direct consequence of this game’s vision in not having any required roles to do content.
Maybe ANet should create a “evade chance” mob boon? Hit the mob for more than x damage within a window (or maybe x number of attacks, meaning that high channel attacks like 100b has a higher chance of triggering it than most) and the boon increments, increasing the chance that future attacks will be evaded. Back away for a bit and the boon drops.
This thread makes me wonder if ANet is too focused on the esport scene, and so has produced a overly spartan user interface with limited options of customizability. This because esports players are likely to bring their own gear that afford a high degree of customizability independent of the game played.
The one issue i have with the game is that for something that plays almost like a FPS, by leaving it to the player to avoid being hit rather than a stat, it has a very non-FPS control scheme out of the box with limited built in ability to turn it more FPS like.
One reason for this is the lack of a mouse toggle. Another is the targeting code that seems to behave like a weird cross-breed of crosshair and lock-on targeting.
Since most people do dragon/boss events in hope of an easy precursor
Actually, I think most people do those knowing they will get free, guaranteed rare items. Doing something for a small random chance to get what you want loses its appeal very quickly.
Meaning that they are in effect ecto farming.
ANet has this insane idea that WVW is a extension of PVE because of some lore elements about a gateway to the mist being punched in LA by one of the human gods as a parting “gift”.
(as if my 8-tab bank isn’t already full enough…).
And that is why i have my personal guild…
Seriously. Post your deadlines if you have temporary content. Very rude for people with lives and obligations.
And make sure they are accurate (UTC time preferred). At least once people has been burned by incorrect statements about end dates.
4 weeks. (pesky 15 charrs)
http://wiki.guildwars2.com/wiki/Collect_siege_weapon_pieces_for_Crusader_Blackhorn
http://wiki.guildwars2.com/wiki/Escort_the_Sentinel_squad_to_the_Vigil_camp_in_Lowland_Burns
Are required to start the shatterer event.
http://wiki.guildwars2.com/wiki/Destroy_the_chaotic_materials_created_by_the_reactor_meltdown
is where the chain that leads to the reactor elemental starts.
On that note, i am not sure but i get the feeling that the nearby event that have you gather inquest golem parts feed into the elemental event chain. This because on completion the npc goes to where the CLEAN golem is housed.
(edited by digiowl.9620)
Ah yes, an old “classic”. Putting the jewels in bound them without saying so…
Best i can tell, it is a client workload issue. more likely to happen when there are multiple NPCs/mobs milling about to stress the client into miscalculating the timing between a click and a hold.
Just here to add that the Veteran Oakhearts in Gendarran Fields are not only small, but no longer veterans. The Daily Achievement does not increment when one is killed.
I have started to develop the impression that they have reduced the number of yellow veteran mobs spawning, as the number of veteran dolyaks in Wayfarers seems lower than before (or maybe the traffic in the area has been reduced since F&F).
On that note, i seem to recall a dev posting regarding the jungle wurm saying that at the time it was scaling capped to 10 people. This was before it was patched to not take AOE damage before it was above ground btw, and he stated he would look into raising the cap on that world boss.
Either someone do not understand the concept of open world mmo at ANet, or they thought way more people would spend their time in SPVP than PVE or WVW.
Bah, bomb the livin’ daylight out of ’em.
Gotta love a profession that has no qualm with dropping a big keg of gunpowder at his feet with a lit fuse, again and again and again.
I have not tried the “Promote Skill Target” option yet, and don’t know what it means even
It is a odd one. If you hit a skill key without a target selected, the game, if Autotargeting is set, will select a target for you.
What the Promote Skill Target do is make this the equivalent of you having hit tab or clicked the target. Meaning that the target stays selected no matter how you turn your camera or move about.
Without Promote Skill Target set any target selected by hitting a skill key gets dropped if it wanders out of camera view, or the characters attack arc.
And in all honesty, the mouse code in this game downright sucks.
Honestly, withholding the aftercast times are not benefiting anyone.
Whenever you see any streaming interviews or updates by Anet, it always seems to be focused on WvW or PvP. The recent major nerf to rangers was done because they are too strong in PvP, so those in PvE got hit hard (no, I don’t run a ranger, just the easiest example).
If you are referring to the stage of the game videos, those are organized by a PVP focused site to talk about PVP.
And the game has a odd split. The balance team is clearly focused on SPVP, while the content teams are very much PVE oriented.
Forgive my rudeness, I only meant well.
I should apologize as well. I’m the kind of guy that wants to know the actual cause of a problem, rather than simply flip a switch and watch the symptoms vanish. Going compatibility mode changes too many parameters and behaviors for me to feel like i can tell where the problem sits.
Another issue could be that this error is a catch all for client timeout of any kind. I was watching the networking readout on resource monitor while playing today, and i could not spot any lost packets or spikes in transition time. I also didn’t notice as much of a delay today, tho i swear there was a short one.
The only change i did between today and last time was that i turned off a logging function on a fan controller program, that was writing fan speeds and temperature readouts to a text file a intervals.
I am beginning to suspect that the game engine has a lousy, or non-existent, resource cache. Perhaps ANet wants to avoid anyone using modified models and such to get a unfair information advantage in PVP.
ANet don’t want us to know, as that way leads to theorycrafting, DPS meters, and elitist build requirements…
There are players who will do events for fun. However, this is a subset of all players. I once did temples and other Orr events for fun. However, the fun has been for the most part removed.
Scaling is such that events can be completed with very small numbers of players or with very large groups — if player numbers are in between the two extremes, you’re likely looking at event failure and maybe a repair bill. Doing some of these events solo or in small groups takes skill. Gathering a large group takes organization — just doing a map call-out may not work. This means a guild effort and/or a trip to LA plus people willing to come if you do an LA call-out.
Too many chains requiring “Protect the NPC” or fail when NPC’s stand in the plethora of Risen AoE’s. Ditto on protecting Jones or the Aetheric thingamabob. The game provides little recourse for drawing aggro away from the NPC targets. Healing them requires plenty of water fields that do a burst heal, since multiple fields that apply regen only increase the regen time, not the strength of the healing. Thus, the only alternative to success is a combination of healing plus massive DPS. For the DPS, see large groups above.
PvE culling on mobs that can take half or more of your health with one attack. For some strange reason, some people seem not to enjoy this.
Event timers on the non-meta events have been increased, at this point nearly across the board. This was done (taking the charitable view) to entice players to move around the map more rather than camping a few events. The problem is that most of the events you see running around the Orr maps are group events, so the only things to do in Orr are explore (assuming you haven’t already), harvest nodes or do the occasional event that can be soloed/small grouped.
Now, maybe the upcoming reward revamp, intended in part to give players incentives to kill Champions, will bring players back to Orr. We’ll have to wait and see. For now, though, the wasteland is truly a wasteland.
Best i can tell, NPC health do not scale with the event while mob DPS do. I wonder how many times i witnessed the “defend Steampipe” event get one shot to failure by a scaled karka, while it could survive for some time if the event never scaled.
Yep, just noticed this issue. Seems the search only searches thread content, not thread titles.
Tried to find a thread on UI clutter. But only the title mentioned either of the words, none of the entries in the thread did until i made a entry myself with the word clutter in it. Now it shows up on searches (and if i search on clutter, so will likely this one as well).
There are two additional issues with the UI clutter.
1. those living story notices are not transparent.
2. the UI interferes with ground targeting!
To give more detail on 2, if you initiate a ground targeted skill while the mouse is over a UI element the targeting circles is centered on your character. And if you drag the mouse over a UI element after getting the target circle, the UI takes precedence. And even if you try to use the skill by double tapping, rather than go off you get a “out of range” message.
we heard you the first time…
I suspect that is the plan. Their 2 week is basically what we had with dragon bash. Where we had 2 weeks of straight bash, followed by two weeks of aetherblades expanding on dragon bash. This compared to F&F and Southsun where we had whole months of same old same old before things expanded on the initial offering.
I would implement it like this:
When a ground targeted skill is set to autoattack (yellow frame with arrows), holding down the relevant key will have the skill fire when recharged.
While the key is held down, the targeting circle will show constantly, allowing the player to make targeting adjustments, as long as neither the “hide circle” nor “fast cast” options are set.
- Let’s you take cover behind certain low height objects so you get extra protection from projectile attacks
Has never really worked properly in any computer game because death is not permanent, and so simply banzai storming the position means the stormer is a moving target while the one behind the cover is a stationary target.
My impression was the crab toss was supposed to be permanent, but was taken out because of bugs. And likely there are nobody on staff with the time to take a look at it to bring it back in, as they are all tied up with the team rotations.
This whole zone is overtuned. I went in for 20 minutes to get the whole map uncovered, then left immediately. Everything was a joke in how OP it was. Some reef lizard thing did what combat chat told me was “Used Retreat” when I was mid-dodge and it just insta-killed me … it WAS SUPER EFFECTIVE.
Ah yes, the reef drake retreat. Best i can tell it does near instant damage, and leave a DOT field that also stack confusion. Never mind that it gets followed up by a pull that has enough range that even if you dodge backwards you still get pulled right back into said DOT field (this time on your back for a few seconds).
The new quartz ore is hinting at craftable armor or weapons maybe, so not all doom and gloom.
Dunno about armor, but there seems to be some crystal themed weapons coming.
Staff, sword and shield spotted so far
I have to say, anet im very impressed. I don’t know how you have the resources to pull of semi-monthly updates but keep at it if you can!!! Its incredibly impressive and will change MMO’s forever.
Best i can tell, they do not need programmers to implement the mechanics of events.
Meaning that if someone can model a map, another can drop in the triggers and such via a drag and drop interface. Leaving the programmers to tackle the messy bits, like say culling…
I am guessing it is either crafted with quartz or gained via achievement points.
Whoa dude!
Edit: https://d3b4yo2b5lbfy.cloudfront.net/wp-content/uploads/2013/07/b5146BotFW-screenshot-03.jpg
Also:
https://d3b4yo2b5lbfy.cloudfront.net/wp-content/uploads/2013/07/0478aBotFW-screenshot-04.jpg
https://d3b4yo2b5lbfy.cloudfront.net/wp-content/uploads/2013/07/bb697BotFW-screenshot-05.jpg
I am guessing these are examples of achievement points awards.
(edited by digiowl.9620)
Belcher’s Bluff sounds like a mini-game version of the Whispers story line competition.
Hmm, personal quartz node…
I did some experimenting on this recently, and i wonder if the problem is not so much spawn time (i got the claimed 90-120 seconds when testing in out of the way places where all spawn points were clearly populated) but that the game do not consider proximity or characters or how recently a spawn point was cleared.
Say that i am clearing a path through a bunch of mobs of the same kind. What can happen is that the mob i killed back around the start of the path spawns where i recently killed another of its kind, because simply it was a clear spawn point for it.
And because they are of the same kind, it is impossible to tell them apart. And so it will appear as if the same mob spawned within seconds of the kill.
I am guessing this happens because the game tries to avoid spawn camping, or farming loops.
If possible, places like the spider cave in Harati Hinterlands should have its spawn points isolated from the nearby mobs so that only those related to the cave can spawn there. Then a proper debate about the spawn times for anything related to those specific events can be had.
(edited by digiowl.9620)
Only one. Too high a reliance on dodge/movement as the defensive mechanism, leading to too many avoid-or-die attacks and no point in trading offensive stats for defensive ones.
That would be really useful, if i didn’t play on the exact same network setup as i have since game launch. Yet only in the last month or so have i started to see this error, and frequently.
Ok, i am stumped. Had the error minutes after logging in today, guested to a medium population server and didn’t see a error for the rest of the session.
For some reason ANet thought it would be fun to have a game where constant movement was the defensive mechanism. This is why swiftness is so abundant. Sadly, the control scheme is so archaic it hurts trying to play the game in its supposed way.
Please put target golems, similar to the ones in SPVP, in PVE somewhere.
The practice dummies in the LA fort is a joke in comparison!
Crits do not however, and the reason to test in the mists is because you can’t flippin’ crit on the LA dummies. ANet, please put some target golems in LA. Or have the asura provide a training range in Rata Sum.
You do realize that most melee attacks cleave multiple targets and have a range that is greater than the default range for bombkit 1 and 2?
They cleave multiple targets, yes, but basic melee range is 130 units. Bombs, on the other hand, have a 120 unit radius untraited, so yes, melee hits a small pie slice compared to the circle of the bombs.
Bomb and fire are 120, concussion and smoke are 180, and glue is 240. And then you trait them for 50% more, resulting in 180, 270, and 360.
It seems as if the scaling code that deals with scaling mobs from normal, via vet, to champ do not take into consideration the number and types of mobs in action already.
Likely it is simply done by code alone on top of whatever other scaling system is used to increase the number of mobs in a event.
Meaning that you have a potential for all kinds of interaction that inevitably end in a clusterkitten…
Ah yes, telegraphing. Telegraph on melee is not bad. Either you dodge early and you’re out or range, or you dodge just right and get the evades.
I haven’t seen it with the ones in Orr, yet, but the Risen Abomination in the holograms ground pound club slam now knocks down out to at least 600. If you dodge early you will still be knocked.
facepalm Oh, ANet…
The issue may be local after all. The last few days i have been running a monitoring server on my PC so i can keep an eye on internal temperatures on my tablet. Thing is that the tablet throws a lost contact error within seconds of GW2 giving me this very error, and kicking me back to the character selection screen. This could indicate that GW2 is capable of saturating the packet buffer of my PC somehow, forcing a timeout, flush, and connection reset.
I swear the logic being used in these arguments are from a different reality sometimes.
But then people never flag if they are talking from a PVE, WVW or SPVP standpoint…
Two actually, but the effort required is much more than doubled…
I could understand the design if the camps formed a circle around the spawn location of the queen. But it seems that ANet thought the the queen would go undefeated 10 minutes outside Steampipe and so give the others a shot at her (or maybe 20, as i think Camp Karka is the next in line after Steampipe).
(edited by digiowl.9620)
Ah yes, telegraphing. Telegraph on melee is not bad. Either you dodge early and you’re out or range, or you dodge just right and get the evades. Telegraphing on ranged on the other hand is a mess. Take your average wurm. They telegraph on the windup of their boulder barf, but if you dodge then they still hit you. If their telegraphing were consistent with melee telegraphing, then their boulder should hit where i was standing when the windup began. ut i guess that is a digression…
Can’t say i have ever felt that axe builds LF faster than dagger. Especially if you pair it up with warhorn. I could have sworn that unless i missed a patch note, axe #2 only generates LF once during the channel.
The personal story and the early Flame and Frost instances allowed us to both solo and bring one or more friends, so how come ever since we have gotten instances that are either solo only or group only dungeons?