(edited by vana.5467)
Feedback based on my initial impression from a WvW perspective.
- I don’t need to see everyone in the squad as party members (dark blue names and blue dots on the minimap), only my subgroup.
- I need more info about my subgroup. Something like the simple party UI would be great. I.E. having the simple party list above the new UI, perhaps as a toggleable option.
- The UI needs to be much more extendable, particularly in the vertical direction.
- An option to hide the commander tag to everyone NOT in the squad would be great (so only squadmembers see it).
- Allowing several people in the same squad to have tags up would be great as well.
- Having gaping holes in the player list is confusing to look at. Sorting out of range players to the far right would make it much more pleasing to the eye.
Bugs that I stumbled upon in testing
- Some people can’t accept invites to closed raids.
- The UI keeps resizing on its own, often to a size too small to accommodate the number of players in the squad.
We had 2 groups, 2 commanders running around + independant scouts/roamers. Main group was 22-36 on main tag, the 2nd group was 3-5 people on havoc tag at any given time (groups size varies as people go resupply, afk for a drink, etc., but those are the actual maximum sizes as counted at restacks which we specifically did to keep track of this). Add to that about 5 scouts/roamers cruising back and forth between objectives and doing their thing. Yet our map was qued with some people reporting double digit que positions in TS.
I’ve experienced this quite a lot on other servers as well.
A lot of people I know are under the impression that the queue system is bugged to all hell.
It would be nice if Anet would divulge exactly how the queue works but they’ve always been a bit shifty when talking about it (number cap etc..)
Hence why I called it an “indirect” buff.
Semantics aside, the point is that it makes PU even more desirable compared to the alternatives, and I think that’s a silly thing to do.
Except for veil. They sure gutted that one.
I intentionally left that out, since nobody actually ran that even while it was bugged.
WvW players do.
It’s an indirect buff to PU in a game mode where it’s already near mandatory.
I’m not happy about being even more reliant on this trait.
Yeah. I mean, the bug fixes in this patch are all good, but it’s weird that the bugged trait with arguably the biggest balance implications (The Pledge) hasn’t been fixed yet.
Except for veil. They sure gutted that one.
Current meta: PU mesmer against SA thief = both go into stealth and not knowing where your opponent goes…
Just today I stealthed so long I went ooc in a duel. whoops.
Seriously, though.
I honestly do think thief still has the advantage in a straightforward 1v1 deathmatch. If both parties are reasonably skilled and know how to predict and avoid damage well, thief will tend to connect more simply because thief burst is mostly faster than mesmer.
So yea.. that’s what I tell myself when I lose duels, anyway..
I spend a lot of time roaming/dueling in WvW and fighting a good thief can be near impossible.
Is it true you once one-pushed a guy named Syrinox?
Once you get over the initial disgust, this is actually quite a hilarious situation.
They’ve literally driven players out of the maps with this event – WvW guilds don’t bother logging in and the ktrainers are still getting more karma/gold/wxp per hour in EotM.
I’ve never seen tier 1 this empty before. It’s a ghost town right now.
Nothing good has or will come from this event.
It should be ended promptly.
Conditions should bring utility olny instead of damage.
I fully agree.
On a list of my most hated game mechanics, damage-over-time effects like this ranks very high.
It’s also worth pointing out that it would likely be much easier to maintain a competitive environment in a 15-20s game mode, simply because fights on this scale are much more self-balancing than 5v5.
I fully believe that the current design of the game lends itself much, much better to large scale fights.
Needless to say, this has my full support.
+1
fractal shield looks like a broken kitten
It’s ridiculous that the horrible clipping issues haven’t been addressed.
I think the skin itself is awesome, but even if I had it unlocked, I wouldn’t touch it in its current state.
Suggestion time!
Crystal Wall:
x walls of crystals are created outwards in random radial directions from the shatterer. If a player is hit by a crystal, the player is trapped inside, unable to move or use skills. The individual crystals can be destroyed, freeing the player, but have high health. This attack triggers at fixed intervals. When used, any remaining crystals from an earlier attack get shattered and anyone still caught inside at this point will be instantly killed (not downed).
Telegraphed by fat orange lines.
Essentially, this will divide the area in front of the shatterer into lanes between the crystal walls. Then add a big aoe attack that can hit anywhere and have him breathe fire (purple of course) down one of these crystal lanes at random, causing a lot of burning.
This does two things: 1) makes him actually able to kill people, and 2) forces people to move around and splits up the giant ball of people.
While we’re on the subject. With the possibility of a shield on my mesmer, can we please have a fix so that the fractal shield is an actual separate item instead of a morbid cancerous growth on my back/arm?
Well anything that gives a playstyle which doesn’t rely on or use clones/phantasms at all would be a nice change.
I would support that! My Barbie Dream Fantasy would be that our specialization replaces our phantasm skills with similar ground-targeted AoE effects. For example, instead of iMage casting a confusion projectile, we’d place an AoE that pulses confusion similar to a necromancer’s wells. Our shatter skills would cause these to “explode” for an added effect inside the area.
That would be magnificent.
I really like the concept of the mesmer, and the unique things it does, but I also get sick of those transparent kittenbags pretty often.
Yes, yes, yes, yes, yes, yes, yes.
I’ve been pining for shields on mesmers since always.
This is supposed to be a testament to how poorly designed the thief profession is, right?
I roam wvw looking for duels, and run a 4/4/6 ci, never had so much fun with one build…
I’ll second that. Though I tend to get obliterated by anything condi.
Then again, I can’t say that I’ve ever enjoyed playing against a condition build, regardless of what spec/class I’m on, so it’s not really a loss that I have to avoid them.
Aha. So that’s why it’s those 3 skills (portal/decoy/MoD) for me.
Thank you, at least now I know how to work around it.
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Ironically, as someone who plays mesmer a lot I would love to have this change for Decoy..
:(
So I hope someone from Arenanet is seeing this post that plays Mesmer and also wants it fixed.
I don’t think that person exists.
But then I realized that the devs didn’t really care about Thief bugs.
I would much prefer to have every individual hit show its damage. An option to toggle cumulative damage on/off would be great.
This is absurdly annoying.
For instance, when using any mesmer utility (tested just now with Blink, Mimic, Feedback and Signet of Midnight) Portal, Decoy or Mantra of Distraction will randomly be put on a recharge when you switch to them. That is, only one of them will and it will happen randomly between them.
For anyone who wants to verify this, go on your mesmer, use a utility and then cycle another utility slot between the 3 skills I mentioned above. One of them will go on the same cooldown.
edit: It’s been pointed out that the reason it happens to these specific skills for me is because those are my underwater utility picks.
(edited by vana.5467)
Everything is “Working as intended”.
They’re just increasing the difficulty of the game!
It was a temporary event to test the viability of PPK. It received overwhelming positive response and I’d be surprised if it doesn’t get implemented permanently “soon”.
I never use autotargeting, but if I were to venture a guess, I’d say it’s possible that longbow is coded to favor targets in the max damage range (1000+).
Regardless, autotargeting has always been pretty bad and will likely remain so. I suggest you turn it off and try to forget it exists.
+1 over here.
Had to stop playing because of it.
I really like this idea as a way to keep matches close.
Regarding “outmanned”, I’d rather see the reverse effect; enemies get no PPK if you have the buff when you die.
Though not Mesmer specific, one of the “fixes” (namely the finisher resetting bug), is still just as broken as it was prior to the patch. GG.
I’m just waiting to hear which old bug has been reinstated this time.
Check in next week. Things should be a lot different then.
WvW revolves around me.
Only me.Yeah, missing the point by a mile I see.
No. I decided to be an kitten anyway. Your OP makes you sound arrogant. I like sarcasm.
But let’s be serious for a moment, then. If you think the regional servers were intended only for those regions to play on, what do you suppose Anet had in mind for asian and oceanic players?
+1 to this as an immensely annoying issue.
It happens all the time to me with other targeted teleports as well (also without the leap), most notably mesmer sw#3 swap.
That quick glimpse of yourself actually going forward properly just makes it all the more frustrating.
WvW revolves around me.
Only me.
Major thumbs up. (And I can take off this heavy armor, which is so unsuited for my class.
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This is it, guys. Cross weight armor availability confirmed for early 2015!
Who was that from PINO in the end? Is he by chance a NA player? Playing from EU I get ridiculous delays on my warrior burst skills but his seemed really responsive. If he’s playing from SEA with that kind of fluidity that makes me sad
Also, nice video. Obligatory “SF OP, please nerf”.
Yet to see the problem coming up again, but am not so confident about it being completely solved T_T
If reducing the number of running processes helped, I feel confident in suggestion that you were simply maxing out on memory.
90 processes is still a lot. What’s your current idle memory usage (no programs open/fresh boot)?
As far as big changes go, I think the most likely (not that that means much) is a change to the server system. Either a condensation of the current servers or a reworked system (perhaps a guild based faction/allegiance thing with less options?).
Whether that’s a good or a bad thing, I won’t comment on.
Personally I would like to see large scale instances like Fort Aspenwood and Jade Quarry from GW1, but I’m not getting my hopes up for that.
It looks like you’re running out of memory.
The dump file shows 111 running processes. That’s quite a lot. If you do not have a ton of programs open at the same time when this happens, this could be a symptom of a severe infection (virus/malware).
It could also be an issue/“confusion” with the paged memory. Have you set it manually? If so, try to allow windows to manage it automatically and see if anything improves (right click Computer -> properties -> advanced system settings -> advanced tab -> Performance settings -> advanced -> Change virtual memory -> tick off “automatically manage..”).
I believe a full hard drive can also produce this issue. How’s your storage?
Worst case, you might have a hardware issue (RAM), but I’d first look into the number of active processes. Open your Task Manager (ctrl+shift+esc) and have a look at the running processes when the computer is idle. If there are indeed 111 you’re got some serious cleaning up to do.
edit: To add, sitting in la, you are actually loading other things, you know, every time a new player enters the area, you are loading their model, etc. I myself can watch it go up, then back down. You list it as a memory leak, but that isn’t what you are complaining about. I think you are confused, and the fact you won’t answer on the system, makes people question more than just your apparent confusing description, as well as why this is in Bugs and not Technical Support.
The OPs memory usage continues to climb. Even in a full map, he should not get anywhere near 4GB.
OP, have you tried repairing the client as I suggested earlier? As you mention yourself, it could also be a problem with drivers (though that’s pretty rare) or DirectX (try reinstalling).
To completely rule out that something is borked in your client, try reinstalling the whole game (if repairing doesn’t work). Which bit version are you using? It may be worth a shot to try the other one.
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“Lick wounds” resurrects the pet to heal the ranger. If the ranger was also at the top of the water they were healing themselves as well. That’s how downstate works in water. It’s not a bug, working as intended.
Dead pets. A dead pet should not be able to heal the ranger.
Nah. Just buy gems and convert them to gold to get them, like they want everyone to do.
For anyone curious, this would amount to approximately 140-150 USD for the most sought-after precursors.
If you have any hope of getting a qualified response to this thread, you need to add more information. System specs for starters.
Your title says “memory leak” but your post seems to indicate that it’s a static high memory usage – which is correct?
4GB of memory is definitely high (I’m getting ~900MB in LA right now).
Have you tried running a repair (add -repair to a GW2 shortcut destination)?
A rework (or preferably rollback) of the trait acquisition system.
It usually happens to me when I try to use it immediately after weapon swapping (hitting the keys in quick succession).
It’s highly annoying to get penalized for trying to do something quickly, but I find that occurs a lot.
Snowball Mayhem is the best PvP in game. Yes Dev’s, it’s better than sPvP.
I like the Aspect Arena better. But yea, both are far more enjoyable than sPvP.
Unless you’re the mesmer.
:(
I hate this. I enjoy hiding in keeps.
Doing so successfully is now far more about the sweepers being bad than me doing something clever. That’s quite disappointing.
In all seriousness; yes, skill challenges now unlock at level 13 if you’re on a new account.
I’m not sure exactly at what point an account is no longer considered ‘new’, but after that point you will be able to start skill challenges at any level (which is why you see some level 2-3s doing them).
We all know (and loathe) this bug. You go to build a ram and end up getting stuck in the building animation for the full duration. In the September feature patch, this was fixed, and there was much rejoicing.
In a recent patch, this bug has returned in a less severe incarnation. I now frequently get stuck for 1-2 seconds when trying to move out of the building animation.
It has not yet gotten me killed, but it’s quite annoying.
So.. I this just me and my EU to NA-server connection, or is anyone else experiencing the same issue?

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