Showing Posts For draconx.3102:

CoF Last Boss -_-

in Bugs: Game, Forum, Website

Posted by: draconx.3102

draconx.3102

This appears to happen only when a cutscene occurs while you’re still in combat. Since this basically always happens in CoFp1 after destroying the gate controller, you tend to see it most in that path.

As mentioned, swapping weapons in the hero panel should clear it up.

i before e, except after c

in Bazaar of the Four Winds

Posted by: draconx.3102

draconx.3102

Her name is Kiel, you guys, not Keil.
Same as Tolkien.

I guess Einstein got it wrong twice!

Please Adjust Agro when Fighting at range

in Suggestions

Posted by: draconx.3102

draconx.3102

Its just annoying to be actively in a battle with it. Shooting away when It decides. “Oh sorry don’t feel like killing you anymore” and walks away.

The problem isn’t so much with the walking away. The main problem is that when the mobs leash, they almost instantly heal up for no reason, even if you are still dealing damage to them.

If the mobs want to turn around and flee like the cowards they are, fine. But they should still be killable.

Horrendous hair clipping on norn female

in Bugs: Game, Forum, Website

Posted by: draconx.3102

draconx.3102

Rolled this Norn female character a couple months ago, haven’t played her at all since the hair clipping is so bad (reported ingame at the time). I guess I’ll have to delete her to pick a hairstyle with less bugs.

Her hair is literally impaling solid wood and even her own shoulder and neck where it looks like it would sever the entire arm and head.

Attachments:

Allow blocking of Horns/Bell sound effect.

in Suggestions

Posted by: draconx.3102

draconx.3102

They should just sell an item in the gem store for 800 gems, called
Trumpet Killer. This is a consumable item with which you can target a player who is currently using the trumpet, and it will permanently remove the target’s trumpet from the game.

I know I’d buy one.

Southsun Guild Rush - some polish needed

in Guild Missions

Posted by: draconx.3102

draconx.3102

There’s one spot just at the entrance to the cave where there are overlapping trap circles, a territorial crab and some karka eggs all at once. Ouch. Could some of that be shifted around maybe?

While I agree with most of your points, this particular spot is fine as-is. What you do here is kite the territorial crab a little bit and he will set off some of the traps. Then you can walk through.

My Superior Sigil of Battle doesn't work.

in Bugs: Game, Forum, Website

Posted by: draconx.3102

draconx.3102

The tooltips for the sigils just suck.

The sigils which are “perform X when you do Y” have an internal cooldown which is shared by all sigils of the same type. So when you have two weapons with a “proc on switch” effect, and you switch, one will proc and the other will then be on cooldown, and will not activate.

May 14 Still No fix

in Bugs: Game, Forum, Website

Posted by: draconx.3102

draconx.3102

We have new items in gemstore though. Rejoice!

Clearly, Anet should just add a gem store item to fix izerker.

jump looping

in Bugs: Game, Forum, Website

Posted by: draconx.3102

draconx.3102

There weren’t enough silly glitches already to frustrate people doing jumping puzzles, so it was necessary to add more.

I see this most often in the borderlands JPs. Near the end of the bottom key route there’s a platform with two oozes where you walk off the edge to land on a small ledge on the wall. Land on the ledge, then try to jump to the next ledge, boom teleported back up to the top where the oozes were. If you’re lucky, you’ll fall back down onto the ledge. Otherwise, you end up in the water and have to start all over.

Molten facility, Living story team.

in Fractals, Dungeons & Raids

Posted by: draconx.3102

draconx.3102

The end bosses and the thermal core section were fantastic.

Thermal core was a bit lacklustre. I just stood in the same spot the entire time since none of the big weapon attacks did enough damage to pose any threat at all.

Then the NPCs said we needed to warn Hoelbrak and the Black Citadel about the weapon and I burst out laughing.

Nice touch at the end where the enemy comes down to take care of us himself and dies in one hit, though.

Issues with FOTM

in Fractals, Dungeons & Raids

Posted by: draconx.3102

draconx.3102

Now it seems that the dredge boss AND his minions return to spawn when standing outside the door during dredge fractals. I will confirm this again tonight. This will drag out the dredge map even more.

Actually, while this was a safe and easy way to kill the boss, it was never a particularly fast way.

Pull the boss to the far left of the room and you can kill him without aggroing the dredge trash. Once the boss is dead, you can go hit the loot piñata cart. Should make your dredge fractal runs faster than they were before.

SE Path 1

in Fractals, Dungeons & Raids

Posted by: draconx.3102

draconx.3102

He can knock you back? Since when?

Presumably since the dungeon was created.

He has an attack which places a red AoE circle around a player. This circle will follow that player around for a while, then knockback everyone in the radius.

It is a pretty easy attack to avoid. If the group wants to, you can also pull him back to the catwalk which has fences, or fight with your back towards the door on the opposite side.

Extend the Invuln. time for meta bosses.

in Suggestions

Posted by: draconx.3102

draconx.3102

Maybe because the bosses you mention – Jungle Wurm and Behemoth – are in the starting zones.

As it stands, these bosses are significantly easier than many of the ordinary mobs around Caledon and Queensdale. For SB all you need to do is turn on auto attack and read a book. You can occasionally retarget it to continue attacking but this is not necessary once you’ve got enough hits in. The hardest part is actually doing enough damage (especially with Wurm) to get any credit for the event.

Better party-forming UI

in Suggestions

Posted by: draconx.3102

draconx.3102

This game has a lot of content requiring groups, yet the user interface for forming groups is extremely lacklustre. I’m not talking about LFG here: just the party-forming UI.

Currently the game has four distinct “operations” for parties:

- Invite player
– Join player
– Kick player
– Leave party

UI Problem #0: It seems that the existing party-forming options do not reliably appear in the context menu on player names in chat. This makes chat commands the only reliable means of forming parties. Using chat commands is fine, and required when using gw2lfg &c., but this leads right into…

UI Problem #1: Redundant yet mutually-exclusive commands. There is no difference from the player’s perspective between Invite and Join, yet they are separate commands. Both operations have exactly the same result: the named player gets to accept/decline the result and a party is formed. However, at any given time at most one of these commands can work. Moreover, which command to use may depend on information not available to the person entering them (whether or not the other player is currently in a party). This usually means that I have to just try one command, and if it doesn’t work, try the other.
Suggestion: make /join work regardless of whether or not the named player is currently in a party.

UI Problem #2: No way to merge parties. You’re currently in a group, LF3M. You found another group for the same content, LF2M. Great, we got 5 players! Let’s go! But grouping up at this point is way more difficult than it needs to be, usually a multi-step process along the lines of the following:

- First, you /whisper a member of the other group to ask if they’ve got room for 2.
– Next, you use party chat to inform your current party member of what’s going to happen.
– Next, you /leave your current party.
– Next, you /join the other party.
– Finally, you /invite your previous party member.

With pug groups this can easily go wrong at any step by another member joining the group. If that happens, you need to /leave, group up with your originam member again and go back to LF3M. No fun for anyone involved, because still nobody has a full group.
Suggestion: make /join work even if you are currently in a party, as long as the combined party would be 5 or fewer members. The UI for accepting the request would need to be augmented to show that it will bring in 2 (or more) members at once.

UI Problem #3: No way to split parties. After a run this is sometimes needed if not everyone wants to continue as a group. Currently, the options are to either have everyone /leave and then form a new group from scratch, or to ask others to /leave (or kick them). Neither of these are convenient, especially of any members are afk or not on the ball with the party UI.
Suggestion: add a new command allowing you to invite multiple members of your current party into a new group.

Thanks for reading!

Megadestroyer Event

in Dynamic Events

Posted by: draconx.3102

draconx.3102

Which is a real shame, as this is one of the most fun boss events in the game.

Invulnerability mechanic has got to go.

in Suggestions

Posted by: draconx.3102

draconx.3102

OK, I cannot count the number of times PvE enemies inexplicably become invulnerable while I’m fighting them. There seem to be two basic scenarios here. In one, the enemy turns completely invulnerable after I’ve taken it down most of the way, then heals fully, then starts attacking me again. In the other case, the enemy continues to attack (and do damage), and some of my skills damage the enemy while others do no damage as the enemy is “Invulnerable”.

There are also dynamic events and personal missions where the use of invulnerability is clearly intentional, usually a bunch of enemies appear and are invulnerable for a while until they become susceptible to damage. The basic problem in this case is that there’s no way to tell that the enemies are invulnerable before you waste skills on them. Some of the quests actually avoid the invulnerable mechanic by making the enemies green when you’re not supposed to attack them: I think this works fine, and I wonder why not all events work this way.

The invulnerablitily mechanic is the single most frustrating thing in PvE combat. It immediately ruins the immersion in the fight, and makes me want to throw a brick at the screen. It has to go.

I’ve attached a screenshot which shows how lame this mechanic is, fighting a krait near the end of a small jumping puzzle in Mount Maelstrom. That krait is currently attacking and doing damage. Some of my skills are damaging it, some are saying “Invulnerable”. I have fights like this all the time.

Attachments:

Some personal story parts need to be toned down.(SPOILERS)

in Personal Story

Posted by: draconx.3102

draconx.3102

Agreed for Free Rein. Way too hard. Between the one-shot enemies, the infinitely respawning one-shot enemies, no way to turn off the infinitely respawning one-shot enemies, your useless companions, the fact that the target of the quest REGENS HEALTH, so you can’t suicidally charge up the hill and wear him down, etc, etc., as an elementalist there is no way to beat this one.

This mission was hard for my mesmer, but certainly not impossible. For sure I died a few times, but I thought it was fun. Some of the story missions are laughably easy, and they’re boring. Maybe my approach won’t work for elementalists for some reason.

The key was to recognize that the real threats are the fire and ice elementals, which are located at the first two portals. The boss is accompanied by sparks (if I remember correctly), which don’t kill you nearly as quickly. Just charge past all the enemies; there is enough space in the instance behind all the portals that you can run far enough and the monsters stop chasing you.

Then turn around, pull the sparks and the boss, and take them out. After you kill the boss, it becomes possible to take out the portals, so you can work your way backwards, killing each group one by one.