This has been suggested before. I think it would be a great addition to the game. But there should be no cost, and no reward.
I’m not getting my hopes up.
The stacking sigil mechanic was interesting as a reward for not getting downed in fights. However, I will not miss having to swap in/out stacking weapons, which was tedious and annoying.
Awh, you now lose sigil stacks when unequipping land weapons even if you have an underwater sigil equipped.
At least on mesmer, IMO the hardest parts of TA up are the trash before Malrona, and the champ/silver duo before the tree.
On mesmer I can tab out against Belka and browse the internet while she dies.
How does this work?
Fight her underwater.
I’m sure we got some new ones.
New bugs = new challenges = new content.
Wat. They put dungeon changes in patch notes. Summary:
- Fixed some safespot exploits (maybe)
- Increased fractal drop rates (maybe)
- Fixed krait getting stuck in walls (maybe)
- Actually improved dredge (maybe)
However, past experience tells us that Anet didn’t bother to test any of these changes. So expect new safespots, new bugs blocking progress, reduced drop rates, and MORE DREDGE.
FotM was designed specifically for players to lose their progress randomly. It’s part of what makes fractals FUN!
+1 for TA forward. Pretty straightforward, though I grab guildies for the nightmare tree. The fight isn’t that hard, but it takes forever solo.
Pre-patch I considered it a darn tough encounter. Nightmare tree on TA fwd was by far worse than Leurent was. The pressure from the veteran oakhearts was unbearable to the point where the only feasible way to kill the nightmare tree was very slowly. I had to use shake it off + warhorn offhand to stand a chance and it took like 20 mins lol.
Since you can’t crit the tree it might not be so bad with full PVT? Or maybe a even (gasp) condi spec.
Fashionable DPS is best DPS.
I thought the Holy Trinity was Power, the Father; Precision, the Son; and Ferocity, the Holy Spirit.
I submitted a ticket a while back about the drop-rates, got one response from player support saying he would forward the issue on to one of the devs followed by multiple copy pasta responses:
[…]It is important to remember that in-game bug reports go directly to our Quality Assurance Team for investigation.
That explains everything. We know that Anet’s Quality Assurance Team has zero members, so the bug reports get sent directly to nobody. Then nobody fixes them.
Do you have two weapons with these sigils? There are some stupid bugs in the game’s handling of duplicate sigils. See https://forum-en.gw2archive.eu/forum/game/dungeons/Most-optimized-sigil-combination/3772693 for an explanation.
Basically, if you ever equip two of the same sigil, then until you unequip both sigils, you need two of those sigils equipped to receive any bonus at all.
Maybe on a good note, you should be able to get that POI easily now.
I don’t think you can get the POI that way? The only way I know how to get it is to glitch into the wall. You can do this fairly easily by killing Alpha and then standing against the wall where the edge of the submarine spawns. If you do it right you will be stuck in the wall after the cutscene and can get the POI.
They cannot admit their mistakes. That would earn a failing grade in Politics 101.
I thought that would earn you full credit with a gold star in Politics 101…
I meant that because admitting mistakes would earn failing grade, Anet cannot do it.
I wonder WHY they did this change… Just… Why?
Apparently bots were farming the first boss in HotW path 1. I think they are trying to make that not profitable, which I guess explains the following recent changes:
- First, they removed silvers from bags of wonderous goods.
- I guess that didn’t work so they copy+pasted the AC troll which is slightly harder.
- I guess that didn’t work either so they made the chest once per day.
As usual, Anet didn’t bother to test their changes so they couldn’t have noticed that (some?) chests which appear in multiple paths are no longer being properly awarded.
To think I was actually hopeful they’d come through on fixing iWarden.
And instead they added numerous new bugs for mesmers. And not a single “hey, we’re looking into why iWarden still sucks” from ANet. Awesome. :\
They cannot admit their mistakes. That would earn a failing grade in Politics 101. So they really cannot talk about the warden anymore, since they claimed that it was fixed and saying “we’re looking into it” would be an admission that they were wrong.
Once upon a patch they changed a bunch of items in this game, and I had 3 or 4 crappy rings magically change into Berserker rings. I was glad I didn’t vendor them.
Forget dragonite, I wish we could salvage them for mists essence which never wants to drop for me.
There is no point in having any status updates from Anet when they just tell us that bugs are fixed without actually fixing them.
RIP in peace phantasmal warden.
Losing your progress is an intentional feature of this game. Since you now have to do fractal 49 again, that’s like twice as much fun as doing it only once.
The sigils are not bound at all so they don’t need changing.
The runes are just vendor trash because Anet clearly has no interest in fixing them.
It’s hard to exactly characterise because its behaviour depends so much on RNG. Here’s my feeling.
The warden’s movement and attack are separate. It moves to be in range and then stops before it attacks. When the warden attacks, the game first checks to see if it is in range of the target. If the warden is not in range, it will move towards the target instead of attacking.
Then there are two bugs. One is basically the same as iLeap: the warden cannot find a path to its target because the game is a buggy piece of kitten, so it fails to either attack OR move. The other bug is that if the enemy is moving at a constant speed the warden can keep stopping to attack, fail the range check, move closer, fail the range check, move closer, fail the range check, ad infinitum (this second one is pretty rare in practice so I haven’t bothered to test it since Apr. 15).
Since wardens spawn at a random location around the enemy it’s likely impossible to reliably avoid the bugs.
Ferocity is supposed to give players less Crit % than the old system, btw, that was the purpose.
If that was the purpose it was done really badly. The ferocity change actually gave players MORE crit damage in most PvE areas.
AC is a total joke now.
I was looking forward to trait unlocks. I loved skill hunting in GW1.
I was sad that the unlock requirements are so lame. Not only are all the GM unlocks attached to zergfest temple events, they are the same for every class! I was expecting 40 unique unlock conditions for the new GM traits, not 5 different ones each repeated 8 times.
Plus some of the unlocks are just ridiculous, like completing the entire personal story to unlock a trait.
If you interrupt his berserker stance it goes on 5 second cooldown and he will use it again quite quickly.
I’ve never really gotten the hang of the 1200 range duelist method for the berserker abomination. Even if I manage to get one up sometimes he ignores me and just runs off to attack the duelists.
So normally I just fight him with 4 mantras. The goal then is to spawn phantasms behind him and keep him focused on you to direct his attacks away from the phantasms. Typically all the phantasms will die when he jumps so shatter when he does.
It takes me about 10 tranquilizer guns with this method.
We definitely still play Arah but you need to take the initiative and ask players to form a group.
Um almost every boss fight in this game is “hit it until it dies” straightforward.
Specifically regarding the mesmer changes, I have two problems with this update.
First, the Empowering Mantras switch was a HUGE change to the class, and wasn’t mentioned at all. I think there would be less talk about it if it was not a complete surprise. Instead we log in on patch day and discover we need to completely redesign our builds in a hurry.
Why bother advertising changes like the Critical Infusion nerf months in advance (which doesn’t really cause any major changes to play) if we’re going to be blindsided by undocumented changes to our most important traits.
Second, we were promised a fixed warden and not only is it not fixed, it is EVEN MORE bugged than before.
- Illusionary Warden: We made some changes for Illusionary Warden for 4/15. Can you guys elaborate on how its behaving now?
Josh, thanks for the update.
I hate to say this but you guys obviously did not bother to test your changes to the warden. The bug where the warden does not attack is still present, with no noticeable change in behaviour here. In addition to the existing bugs not being fixed, the traited warden no longer reflects projectiles reliably (brand new bug).
The warden worked perfectly fine until you guys added the change to make it chase a few months ago. We never asked for the warden to chase. Since you are clearly not able to fix the moving warden, please just revert it to its previous behaviour: stationary, and working.
This isn’t a new problem. That’s a normal wolf which was summoned by one of the silver ones. Phantasms have never attacked those wolves.
As far as I can see the only trait you can slot into master-level domination trait that does anything useful at all in PvE is the extra mind wrack damage. Not a very good trait in PvE since you don’t shatter much but seems better than the others.
As I posted in another thread, not only does this change make all my weapons have lame-kitten names, there’s a functional problem too in that the right-click to equip menu is made completely useless.
I selected different skins for each of my swords so that the names would be different, and now they’re all “Zojja’s Blade”.
At this point I’m not even surprised. We should just accept the fact that Mesmer’s core class mechanic is that our skills and traits all have a random chance of not doing anything.
I think this can actually happen with any illusion, and isn’t a new behaviour. In the past it’s been quite rare. I think if an illusion decides that it does not have a path to attack its actual target it will pick a different one.
For example, at the champion wurm in TA (before today’s patch), I’ve summoned a warden on top of the champ, and after the usual staring contest where the warden does not attack, it ran off and attacked one of the silver wurms.
Phantasmal Haste is fixed for at least swordsman and warden, tested on the golems in HotM. The difference is really obvious with the warden.
Nowhere in the text you quoted does it say that cities are excluded from the megaserver system.
Phantasmal Haste is indeed fixed. But wardens are even MORE bugged than they were before the patch.
The untraited warden does block projectiles from Alphard’s clones, have not tested traited.
I can confirm that phantasmal warden is not fixed, tested on orrian guard turrets in Arah.
This change basically just completely destroyed mesmers in PvE. Empowering Mantras was pretty much the only thing that made us not completely terrible.
Assuming phaste is fixed I think I’ll try 2/4/0/4/4 or 6/4/0/0/4 (no reflect), but I suspect the correct build may be to roll guardian.
(edited by draconx.3102)
The old “Attack” stat shown in the hero panel did not actually represent any value used in this game’s damage calculations.
Since the GM dueling traits now suck I think 6/4/0/0/4 could be better if phantasmal haste is fixed (haven’t tested)
Empowering Mantras is now a grandmaster domination trait. So mesmer is basically kittened.
At least before today’s patch, wardens often go invulnerable in phase 3 no matter where they are in the arena. I think it was a side effect of how they bugged out and didn’t attack.
Before today’s patch, every one of my weapons had the sigil name in their description, making it easy to equip the right weapons. They had names like “Inquest Sword of Energy”, “Fractal Sword of Force”, “Priory Sword of Undead Slaying”, etc.
Now all my swords are called just “Zojja’s Blade”. The right click menu to equip weapons is now literally impossible to use (see screenshot).
Please put the sigil names back in the item descriptions.
Unfortunately, you’ll have to live with the fact that losing your progress is a core feature of this game. Especially when it comes to Fractals.
I encountered this a long time ago… I found my mentor’s corpse near the water and had to res him so that he could sacrifice himself properly.
It’s not quite as dire as the OP, but still way more than 10%. A change from +125% crit damage to +92% crit damage means your critical hits are doing ~80% of the damage they were doing before, or a ~20% reduction.
(base damage*1.42)/(base damage*1.75)
(edited by draconx.3102)