Showing Posts For wickedgreen.4685:

Today is still in April. Why does this shut?

in Super Adventure Box

Posted by: wickedgreen.4685

wickedgreen.4685

Sad day

in Super Adventure Box

Posted by: wickedgreen.4685

wickedgreen.4685

I was really hoping it would be still active today, maybe even with more worlds/zones. Don’t be gone long SFAB, you are a fun, refreshing break

Ascalonian Catacombs Invulnerable Spiders

in Bugs: Game, Forum, Website

Posted by: wickedgreen.4685

wickedgreen.4685

I didn’t see a thread for this, but I apologize if there is any duplicity:

Tried running AC 2 weeks ago, my first time since the Feb 26 patch, and encountered some invulnerable spider hatchlings. Initially, we were all standing on the gatepost/wall (just before the stairs down to the spider room) surveying the terrain discussing our strategy, when the hatchlings began to pelt us with some very high-damage poison. We tried to return fire, only to be met with a smattering of red “Invulnerable” warnings.

For clarity’s sake, i will repeat this: They were down on the floor, we were up on a wall, but they were hitting us with AOE poison rings while remaining invulnerable to us.

Needless to say half of us wiped, while the survivors beat a hasty retreat. We reformed our party back a the armor repair station, and the general consensus was that ANET may have been a little over zealous with their anti-safe-spotting programming, so we decided to proceed immediately to the floor of the spider room, thus ensureing we were on the exact same level and within melee range of the mobs. Unfortunatly, we met with the exact same results: The hatchlings remained completely invulnerable while they laid an unhindered beating on us, so we filed a bug report and left the dungeon.

We’d run AC about 30-40 times before the patch and never encounterd this issue. Has anyone else had these problems? Since I didn’t see anything mentioned about it in today’s patch notes, I figured I’d better ask…

WvW too imbalanced/preventing map completion

in WvW

Posted by: wickedgreen.4685

wickedgreen.4685

-someone thanking me for my courtesy ( i had to make sure i spelled that word right :p ) now that’s something i’m not used to :p

- i could argue that dungeons and pvp are not ‘world’ (persistant map) but ‘instance’ (not part of a persistant world).

- now part two of my question, why would you want a legendary ? as a ‘pure’ w3 player, i simply can’t see the point in world completion or legendaries. for me they are a WASTE of time without fun or benefit. they require a huge investment in time and effort, doing things that are absolutely no fun. the mere idea of having to do stuff in a game that are NO fun disgusts me. that’s why i have up on the idea of world completion and legendaries the first day i played the game.

at the moment i have no items from fractals (and don’t ever expect to have such an item. oh yes, i have been in a fractal, but only because the guild was 1 person short of a full group and sometimes you have to take ‘one’ for the guild) and i have ZERO laurels (crafting 10 items for daily ??? Never, i don’t craft, crafting is no fun)

This isn’t the first time I’ve seen people complain about the akward cross over between PvE and WvW, whether it be WvW’ers complaining about pve’rs taking up server space with JP’s or leaving the battle to grab a nearby POI, or PvE’rs complaining about map completion or not getting any gathering bonuses. Is it whining to suggest that perhaps there could be 5 map completion acheivements: one for WvW, PvE, PvP, Dungeons, and and a great big “No Aspect of the Game Undiscovered” mega acheivement once every last inch has been done? As it stands, world completion is 97% PvE.

again dungeons and pvp are part of the ‘game’, but are they part of the ‘world’ ?

This is proof positive that people can be of different opinions and still be completely respectful and issue focused, and I thank you for that. I have heard many other people complain about crafting (two main arguments being either that they despise it or that getting exotics is much easier and less expensive through the TP, dungeons, laurels, etc.). If it is any consolation, the daily crafting can be aquired in a few seconds by refining any material (i.e. copper > copper ingots).

WvW too imbalanced/preventing map completion

in WvW

Posted by: wickedgreen.4685

wickedgreen.4685

Thank you for your courtesy. Some day, perhaps, I will need it for a legendary. As for now, it’s simply a because I put a lot of time and effort into completing the PvE maps, only to discover that the completion achievement is also tied into WvW . (But not PvP or dungeons, so it isn’t even truly “world”. Perhaps I simply should have read the Wiki first, but in my defense, there really are a lot of wikis and my leisure time is limited). I disagree with the “solutions” that have been posted about transferring servers whether there is a cost or not. Still, with the issue of gems now being involved, it is becoming “pay to win”.

This isn’t the first time I’ve seen people complain about the akward cross over between PvE and WvW, whether it be WvW’ers complaining about pve’rs taking up server space with JP’s or leaving the battle to grab a nearby POI, or PvE’rs complaining about map completion or not getting any gathering bonuses. Is it whining to suggest that perhaps there could be 5 map completion acheivements: one for WvW, PvE, PvP, Dungeons, and and a great big “No Aspect of the Game Undiscovered” mega acheivement once every last inch has been done? As it stands, world completion is 97% PvE.

WvW too imbalanced/preventing map completion

in WvW

Posted by: wickedgreen.4685

wickedgreen.4685

Get yer PvE out o’ me WvW just give me a gold star fer WvW so I can have me legendaries now.

Counter point ta yer post. Jes because I despise PvE doesn’t mean I shouldn’t have to do it to get my star and 100% map completion. Just think of it as a massive Dynamic Event where you need a lot more people to achieve it.

Edited for this point:

Who’re you to judge how, or why I play the game? I like PvE STYLE of play, not WvW, which is why I put in a lot of hours completing the PvE maps. You haven’t, and clearly prefer spending your time in WvW. Good for you, I am genuinely glad to see you are enjoying yourself. But if you want to turn this forum into a blog about why you think the WvW experience is superior to PvE then please take your soapbox and go start your own post.

This is the way ANET wants you to play and make the sacrifice to obtain a rather rare achievement (which also gains you the opportunity for other gear that the majority will not gain without a huge monetary dump). So, nobody gets special concessions. That includes you.

Great, then lets add in the Dungeon and PvP POI’s too.

WvW too imbalanced/preventing map completion

in WvW

Posted by: wickedgreen.4685

wickedgreen.4685

you want it earn it, i have three toons with 100% wvw map completion and my highest total is only 44% of world.
And i play on a server that did not have many wins.
Try joining a wvw guild when you are going in they take many more places and make it much more fun. If not cry less thestar does nothing unless you are going for a legendary, if you are then wvw maps take less time then grinding cash or pve maps

Do I have to be going for a legendary in order to want a map completion acheivement? Who’re you to judge how, or why I play the game? I like PvE STYLE of play, not WvW, which is why I put in a lot of hours completing the PvE maps. You haven’t, and clearly prefer spending your time in WvW. Good for you, I am genuinely glad to see you are enjoying yourself. But if you want to turn this forum into a blog about why you think the WvW experience is superior to PvE then please take your soapbox and go start your own post.

WvW too imbalanced/preventing map completion

in WvW

Posted by: wickedgreen.4685

wickedgreen.4685

There’s nothing wrong with the achievement. By design, it encourages you to participate in WvW. That’s a good thing! Plus, making it challenging to attain enhances the achievement. Without the WvW component, half the toons in Tyria would be sporting gold dots. Who wants that?

This elitist attitude isn’t helping the game. Is your gold dot only special because you have something other’s don’t? And for the record, it isn’t “challenging” if you are on a server that is winning and control’s 90%+ of all 4 maps at any given time, now is it?

WvW too imbalanced/preventing map completion

in WvW

Posted by: wickedgreen.4685

wickedgreen.4685

@wickedgreen: Make sure you got all “red” points this week, current WvW score says you will be “blue” next week (1st in a match is green, 2nd blue, 3rd red)
http://mos.millenium.org/matchups#NA

An Ehmry bay looks like going up a tier, you can try vs Sturmbluff Isle next week

That was my original plan, but DR has been Red for at least 4 weeks now (not sure about before that). Ebay blue for one week, then has been green for the last 2 weeks, and vice versa for IJ. Is there a particular set of circumstances that cause the colors to be reassigned, or is it luck?

WvW too imbalanced/preventing map completion

in WvW

Posted by: wickedgreen.4685

wickedgreen.4685

I’m going to lay it on the line here:
I like PvE and have zero interest in WvW (I think it’s great, it’s just not my bag). Unfortunately, one of my main PvE goals is map completion, but that has been impossible for myself, and all of the players of Devona’s Rest for the past 6+ weeks. (I don’t know what was going on before that).

6 weeks ago we were getting beaten by Maguuma something like 320,000 to 80,000. Then we had 2 weeks in a row of being pitted against Kaineng, and the scores were the same. Sick and tired of being beaten so badly and knowing that free server trades were coming to an end, many players – even entire guilds – hopped over to the winning side, making it even harder for those of us that stayed. Sitting at 97% map completion, with my main, I figured I’d simply have to bide my time for a week or two and keep a close eye on the WvW maps and help out whenever possible. (I’ve probably logged 20 hours so far).

Unfortunately my hope is being abused. For the past 3 weeks in a row, we have been fighting Island of Janthir and Ehmry Bay. EBay is doubling to quadrupling our score EVERY time (not to mention controlling 75-95% of all 4 maps). IJ on the other hand, is usually +/- our score by 20,000, so they seem to be more evenly matched to us. The sentiment among the people that I have talked to is that they are frustrated that this imbalance has continued as long as it has, and are avoiding WvW until things “change” (especially since armor repairs are not free as they are in the PvP environment).

So my question is strictly for the developer:
Why are you continuing to match us up with a server that is clearly more WvW oriented than ours, and when can we expect a NEW opponent?

For that matter, why are WvW part of PvE map completion, while Southsun Cove and the Dungeons are not?

Thank you for your consideration.

(edited by wickedgreen.4685)

Dungeon Patch Discussion 1/28

in Fractals, Dungeons & Raids

Posted by: wickedgreen.4685

wickedgreen.4685

The number of ppl that dont like this fix is too large..

I do guild runs and pugs runs and its true that if you fall downed in the spike traps of AC you have 70% chance that all your partners run over your damaged body and no one of the 4 remaining ppl stop to rez you or help you rally. THATS RIDICULOUS!!

.

Unfortunately, as was mentioned earlier traps don’t count as combat so your corpse will continue to rot.

As someone who set out for her “Combat Healer” title right off the get-go, I have always enjoyed res’ing other players (the price to pay is that about 50% of my own dungeon deaths come from me cutting it to close trying to help another downed player, so I’ll actually be res-ing LESS with these new changes).

I personally, have not had your experiece, not even close, with groupmates ignoring downed players. I play usually with 1-2 friends, and the rest PUG. It is almost always a priority to res downed players, because frankly [most of] the fights just can’t be completed with 2-3 players (an exception might be when the boss is down to 5%HP and the rest of the players push for the final kill, rather than risk a reset).

DEAD players are another matter. I can think of at least several fights where res’ing a dead player is near impossible (TA’s nightmare vines come to mind). The matter is only aggravated by the fact it takes so long to res from dead, and there is a somewhat slow transaction to starting or leaving the “res position”, leaving the “healer” very vulnerable. I’m not impressed much by the rune of mercy, of which I have a full 6/6 set power/tough/vital lv 80 exotics. [May have been better if said character was a guardian…who knows]

I have friends that play GW2 amoung other MMO’s, and avoid the dungeons because they are “long, annoying, and boring”. This newer mechanic makes them longer, more annoying, and still boring. I’ve had to turn down dungeon runs because I didn’t have the length of play time IRL available to dedicate to a dungeon run as they stand, not to mention running the risk of a new build or some other bug completely screwing everyone over too.

(edited by wickedgreen.4685)

Dungeon Patch Discussion 1/28

in Fractals, Dungeons & Raids

Posted by: wickedgreen.4685

wickedgreen.4685

ArenaNet, I read your message as: If you don’t have 4 other friends to play with on a regular basis (who are also not bored to death with the lame idea of running the same dungeon over and over), dungeons are not for you. While I’m glad you are trying to address zergers and skippers, I don’t think this was the way to go.

This system = death to PUG’s, and poses a serious barrier to newer players attempting a new dungeon in the first place. I understand the appeal, maybe, for the smug, elite players that love to troll these posts with comments like “try not to die” “learn to play” and “I don’t see how anyone can have any problems with this…”, but I joined this game because I enjoy a community that encourages pro’s to help noobs so thay can grow into pros themselves, and keep the game alive.

There’s a lot of talk about what’s fun and what isn’t. Personally, I don’t enjoy trying to play like a bot [cookie-cutter build + stand in this spot + attack/pause/dodge/attack, lather, rinse repeat, until the boss is dead]. This seems to be the formuls for GW2 dungeons and I’ve noticed a lot of complaints about it = boring.

Also, sometimes I just want to do something by myself, something that not possible in any GW2 dungeons. How about making THAT an option for players who want more difficulty? Allow goups of 8 instead of 5 to soften the learning curve. Then take the rewards and split them based on the max number of people that were in the dungeon at any point in the run (to avoid scammers trying a kick & steal). The best players could probably do some of the dungeons in groups of 3-4, doubling their rewards and reducing the number of “grinding” runs. Just a thought.

Dungeon Patch Discussion 1/28

in Fractals, Dungeons & Raids

Posted by: wickedgreen.4685

wickedgreen.4685

Funny that ANET chooses this path only weeks after recommending lfg.com. It will be a cold day in hell before I play another PUG while this system is in place.

Twilight Arbor Nightmare Vines [NMVs]

in Fractals, Dungeons & Raids

Posted by: wickedgreen.4685

wickedgreen.4685

The first time I tried this fight once was with my staff elementalist, and on my party’s advice I ran to the very base of the greater nmv. The entire melee area, including spots directly under the g. nmv, was then carpeted with small red circles and we were all annihilated. I wasn’t sure whether this was some sort of technique failure, or perhaps a smaller nmv respawned behind me that I did not see. Has anyone else experienced this, and can explain it’s cause?

Twilight Arbor Nightmare Vines [NMVs]

in Fractals, Dungeons & Raids

Posted by: wickedgreen.4685

wickedgreen.4685

Practice makes perfect, but sometimes a dungeon fight goes poorly that a player makes a to make a vow to their holy diety never to return. I’m coming across this a lot when I attempt to form a party for TA exp. Though there appear to be a number of complaints about TA, and there have been several patches that have affected the dungeon since any of the guides/walkthroughs I’ve found have been posted. I’d like to focus entirely on the nightmare vine fight for this thread, specifically with regard to the following:

1) The range of the NMV’s was improved on a Dec 8 patch. I am assuming this is why the “safe” spot on ridge is no longer viable (when put to the test yesterday, it was thoroughly peppered with red circles). Is there another location that is preferrable for ranged users, or do all group members need to switch to melee?

2) The last guide I reviewed suggested that the lesser nmv’s spawn seceral times throughout the battle, when the greater nmv is @ certain levels of health. There is debate on whether to stop dps-ing the greater and kill the lessers as they appear or just continue to focus on the greater… thoughts?

3) Previous guides also classify this as a “high DPS needed” fight, and recommended that the ranged members draw the fire while a melee player stands at the base and goes nuts on the gr. nmv. This will allegedly allow the melee-er to remain untageted. Unfortunately, what I usually see is the ranged users go down in a blanket of red circles while the melee-er or -ers fail to kill the gr. nmv before the rest respawn. How high is high (stats for attack, crit%, or cond. dmg. x how many players) Are there what classes/skills/builds are most advantantageous? Are there certain rolls to be played by each member?

4) The volatile blossoms: firend or foe? We all know that the best way to res in these fights are to rally of the blossoms, but in the NMV area, they seem to cause a lot of down’s if not kept in check…

I’m really hoping for some helpful suggestions/successful strategies and not just the complaints, criticisms or insults that are so frequently encountered on these threads. If you feel the need to include the words “learn to play”, “learn to dodge” or otherwise imply that only idiots or inferrior players have any difficulty with this encounter, please start your own thread somewhere else.

While we wait, How are you doing?

in Engineer

Posted by: wickedgreen.4685

wickedgreen.4685

Your being 1 shotted? what are you running? 40+ Fracs? I run mostly glass cannon for my dungeons and I have no issues… try not getting hit

Thank you for pointing out that I should be trying NOT to get hit in the first place! That concept simply hadn’t occurred to me before, but knowing that there are helpful players like you just waiting to offer such valuable insight has completely reaffirmed my faith in the concept of an online communtity.

I’m sure you are entirely right to infer that my personal lack of skill is the sole reason for my [recent] dissatisfaction with the engineer’s performance.

For that matter, every player with a complaint about engineers must also be lousy players, because I have certainly noticed that when running dungeons with my ele, when I am accompanied by ANY combination of other ele’s, guards, or wars, the dungeon is completed in 20-50% less time, and with fewer player downs, than when said party is comprized of several engineers. Maybe they just didn’t get your memo either…

Perhaps you could also elaborate on the engineer’s “self res” trait?

[/quote]

(edited by wickedgreen.4685)

While we wait, How are you doing?

in Engineer

Posted by: wickedgreen.4685

wickedgreen.4685

[quote=1198862;Preacher.9526:]

While we wait, How are you doing?

in Engineer

Posted by: wickedgreen.4685

wickedgreen.4685

I’m not joking, go to the elementalist forums and look up threads dated before the current series of patches and you will see threads pertaining to the same exact level of of upsetness as engineers currently face.

Given two patches have past and things were probobally buffed, I see that something changed in ele’s that made them far more viable for PVE and PVP but I have to see what it is.

I assure you though, even if you’re right and they are a very good class at the moment, only a few months ago they were worse off then the nade engi.

I hadn’t done anything with my ele in months because, though I hated to say it, I found her virtually unplayable in PvE. It seemed I like it would take a ridiculously long time to kill even a single mob, and if I accidentally kited or AOE’d the wrong way and agro’d another mob or two, it was game over… Then I gave her another shot when I noticed my eng starting to bottom out last week, and was amazed that all of the sudden, I was rocking PvE, not to mention dungeons. I thought “wow, i must have really improved as a player in the past few weeks! It MUST have been my fault that I sucked so bad with my Ele before…” Now, reading these comments, I realize that it was more likely that A.Net fixed ele’s and crippled engineers in one fell swoop.

I realize that this must be one of the most difficult tasks for ArenaNet, to keep all of the classes balanced while still trying to give them a unique niche. This seems to be aggravated by the fact that PvE,PvP,& WvW play so differently.

Therefore, as a player, the only surefire strategy is to buy 3 extra character slots, roll with the punches, and play whatever is “hot” atm. Rather than sitting around trying to salvage a class that’s been nerfed to the point of extinction, take a little vacation somewhere sunnier until the hand of fate comes back along and rebalances the scales

(edited by wickedgreen.4685)

While we wait, How are you doing?

in Engineer

Posted by: wickedgreen.4685

wickedgreen.4685

I’m not joking, go to the elementalist forums and look up threads dated before the current series of patches and you will see threads pertaining to the same exact level of of upsetness as engineers currently face.

Arguments between Lrn 2 Attune players and Arcane Elitest who beg Arena to make 90% of the arcane buffs standard to the elementalist(and change the tree) because Arcane is a build required to play anything(according to them). Similar pains of trait maximizing(Like our Nades requirement) in bunker specs for PVP due to the Rice Paper Canon effect of the class as well as pretty much valid summaries of how Fire and Lighting Traitline need a redesign due to lack of focus on any particular damage type or damage itself. In fact I evens saw a new thread arguing d/d isn’t OP and it’s all they have in which it’s nerf would send them down to the Ranger and Necro level that’s just above us.

Given two patches have past and things were probobally buffed, I see that something changed in ele’s that made them far more viable for PVE and PVP but I have to see what it is.

I assure you though, even if you’re right and they are a very good class at the moment, only a few months ago they were worse off then the nade engi.

While we wait, How are you doing?

in Engineer

Posted by: wickedgreen.4685

wickedgreen.4685

My Eng was the first to lv 80, and is still my #1 go-to for soloing in any PvE map, or grabbing some PvP trophies [I don’t WvW at the moment). When it comes to running dungeons though, I log into my Ele faster than you can say “nerfed”. I have yet to meet an Eng that can act as a decent tank (I’m calling anyone a liar, I’m just saying I personally haven’t met you yet). I love using my grenades underwater to blow the kitten out of the risen, but despite tinkering with my build and trying some of the “recommended” builds, I find that the Eng just falls short in 4 major dungeon capacities:
1) being able to remove conditions (I stand corrected: with a heavy investment in alchemy/elixer skills, this can be rectified)
2) not being a 1-hit wonder to most bosses
3) being able to destroy environmental targets (i.e. AC’s burrows)
4) Resurection ability – (i.e. if an ele goes down, they can mistform themselves, escaping further damage for a few seconds, and boogie back towards their group improving chances of a resurrection. A mesmer can teleport backwards as well, and leave a clone behind to be chewed upon. An Engineer? We have a weaka** attack, and the ability to pull an enemy closer to us so they can kill us faster. Needless to say, against any kind of boss, neither the harpoon skill nor the explosion power cause any kind of interruption or knockdown).

It’s been my theory for a while that certain classes are simply better in certain situations. Is there anyone that would argue that a Mesmer’s skills are better suited to PvP than dungeons? Or that Guardians rule the dungeon but are rather tedious to use for map completion? It’s not that any of them are unplayable (except for my Eng in Twilight Arbor… that was truly a horrible experience), just that not all classes can shine in all situations.

(edited by wickedgreen.4685)

[January] Issues with character art, weapons, or armor?

in Bugs: Game, Forum, Website

Posted by: wickedgreen.4685

wickedgreen.4685

As “unpolished” as these clipping issues make the game appear, I truly wish that ArenaNet would put priority on weapon/armor behavior instead. For instance, 2 months ago I invested in a full 6 piece set of Medium Mad King Armor, only to find that the rune is essentially broken: There are no changes to my condition & poison durations, and I do not get any ravens when I use an elite skill. For that matter, the entire + Magic Find concept appears to be bugged, and I am desparately waiting for some official feedback on this issue before I waste any further time or gold on armor, weapons, runes or jewellery that promise this boon.
If any programmers read this, could you please answer 1 question: Why does the +3% Magic Find attribute appear in white text? If it were actually giving us an increase, shouldn’t it appear in green?

[January] Issues with character art, weapons, or armor?

in Bugs: Game, Forum, Website

Posted by: wickedgreen.4685

wickedgreen.4685

I too am having the exact same issue with the elementalist “eye” headgear. I have tried with glacial, storm, and the flame one.

Mad King's Armor/Armour Set Bugged?

in Bugs: Game, Forum, Website

Posted by: wickedgreen.4685

wickedgreen.4685

So it’s been over a month, and this issue still isn’t fixed. I sent in a ticket in the beginning of December, and was advised to continue [wasting my time] reporting it in-game. Any suggestions?

Solutions to the mini pet issue

in Wintersday

Posted by: wickedgreen.4685

wickedgreen.4685

Furthermore, what I WOULD be happy to purchase from the gemstore is an item that would allow me to be accompanied by several minis at once.

Solutions to the mini pet issue

in Wintersday

Posted by: wickedgreen.4685

wickedgreen.4685

All 3 suggestions are fantastic. Speaking as a player, I personally would like to see mini’s be 100% gem free and given purely as a reward for dedicated players participating in special events, so they can be a prestige item. IRL it can be hard enough to justify to friends/family the desire to spend most of one’s free time in a virtual world, let alone gambling RL$ for a chance at a digital “pet that doesn’t do anything”.

Personally, during Hallowe’en I opened a dozen BL chests and crafted 9 MK chests, and got 0 skins or exotics. I stayed away form consordium chests completely for that reason, and am considering avoiding wintersday boxes as well. My only other suggestion is that if ANET is going to keep with this formula, then they should treat it as a proper lottery and post the actual odds for these items instead of just calling it “a chance”?

Speaking as a collector, it’s all or nothing: If I can’t [eventually] have a complete collection of mini’s, I’m going to drop “collecting” as a reason for playing. Having 9 new mini’s come out as part of a special event would be daunting enough without adding in the RL$ + gambling + poor odds factor. For that matter there’s been almost 20 new mini’s between the 3 events in 60 days. As much as I hate to say it, ArenaNet is starting to remind me an awful lot of Zynga in that regard

Which medium leg armor is this?

in Guild Wars 2 Discussion

Posted by: wickedgreen.4685

wickedgreen.4685

Just throwing it out there, but the Mad King medium set is a lv 80 exotic with the duelist skin. Then there’s always transmutation. Can anyone confirm if you can transmute between characters, i.e. if you had 2 characters that wore medium armor and one join the order of whispers while the other joined the vigil, could you make a set with the whispers top and vigil leggings?
One last question: What do the female light vigil leggings look like? I’ve only seen pics of toons in the full vigil garb, and I wasn’t sure whether that goofy looking skirt was actually part of the leggings or the coat…

Mad King's Armor/Armour Set Bugged?

in Bugs: Game, Forum, Website

Posted by: wickedgreen.4685

wickedgreen.4685

So, after much grinding, I was finally able to purchase a full set of Mad King’s medium armour for my engineer (for some strange reason I really want those kittin ravens!). Unfortunately, after equiping all 6 pieces, I have noticed the following problems:
1) I do NOT get ravens when I use my elite skill [supply drop]
2) There are NO changes to my condition & bleed duration times. While I realize that 10% of 2.5 seconds isn’t a lot, I still wish there was some way I could be assured that I was receiving the promised boon (a small change was noted in my damage, i.e. my poison damage went from 188 over 2.5 seconds [naked] to 216 over 2.5 seconds [all 6 pieces] but I assume this is entirely related to the condition damage attributes of the pieces)
3) I am concerned that I am only receiving a total of 3% magic find, and not the 18% I should be getting [3%x6pieces=18% right?]. I am basing this assumption on the fact that the 3% Magic Find is written in white and not green (see screenshot). Forgive me if I am wrong, but when comparing currently equiped items with other items: green means an improved effect, red means a decreased effet, and white means no change, doesn’t it?

If anyone can offer me some insight, or point me towards another thread where this has been investigated/resolved, I would greatly appreciate it. As for now, I have a feeling that I just threw away a lot of time, effort, and gold… :’-(

Attachments:

Do you feel bad for the Ghosts of Ascalon?

in Human

Posted by: wickedgreen.4685

wickedgreen.4685

I still feel bad for the ghosties.

Beards, hair styles, faces

in Human

Posted by: wickedgreen.4685

wickedgreen.4685

For that matter, why are humans & norns restricted to “normal” hair colours? I had hoped for a pink haired female toon but the closest I could come was the hairstyle with the ribbons [see attached] in Royal Rose (not exactly a true pink). This leads me to another issue: why do we only get to pick from the limited “starter dyes” if we choose a hairstyle with an accessory? It’s not like we get the option to change it’s colour later on when we find/buy other dyes

Attachments:

branch like hairstlyes with flowers

in Sylvari

Posted by: wickedgreen.4685

wickedgreen.4685

Would be neat if they added some long leafy hairstyles also, or just long hair styles in general.

I second that motion! I was pretty disappointed with the limited selection we were given for the sylvari, and there is nothing that really looks like the elegant female pictured on the “choose a race” screenshot [see attached]. I was really hoping for a long “vines” style, preferably with some sort of floral hair pin or circlet accessories…

Attachments:

Monster invulnerable bug

in Bugs: Game, Forum, Website

Posted by: wickedgreen.4685

wickedgreen.4685

I never really had any problems with this… until last weekend’s event! Now I am constantly running into it, and it has caused some expensive, time consuming, and frustrating deaths. (Most recently, in the Windy Cave jumping puzzle, where I encountered an invulnerable veteran imp. The invulnerability, as it turned out, was purely one-sided, because it proceeded to spawn mini imps and lay waste to myself, my tourets, and my party members without so much as taking a scratch.)

For anyone who has never been to Windy Cave in Lornar’s Pass, please allow me to elaborate: There was no lag. The cave is not near any map walls. It is a jumping puzzle. The platforms’ surfaces are VERY limited and it would be virtually impossible to kite this Vet anywhere, so we were clearly not causing it to go invulnerable by leaving it’s programmed area. We fought it exactly where we encountered it. Then we died while it continued to sit there quite innocuously.

Prior to tonight/since last weekend, I had been noticing similar issues with mobs and bosses, mostly during events in the Bloodtide coast, (both underwater and on land) and had been reporting them frequently in the hopes that they’d soon be fixed. Like everyone else here, my character was engaging one or several mobs and was happily beating the skritt out of them, until suddenly one or several of them would go invulnerable and start healing rapidly. I was within Melee range, no kiting, no discernable rhyme or reason.

To make matters worse, if my attack accidently hit one of the “invulnerable” ones in a group of mobs, any AOE/Splash damage was negated and of course, any stacked conditions were removed instantly (damaging conditions on me however were unaffected). When taking on, let’s say, 5-9 risen inquest at a time, the result of this bug is usually fatal for the player. Dropping silver on waypoints and armor repairs adds insult to injury. Oh, did I mention that this also happened during my personal story instance earlier today as well? Come to think of it, I did seem to be being swarmed by a higher number of mobs than usual. Could mobs maybe be respawning before they’ve even been defeated, and racting to the glitch by going invulnerable?

People are quick to point out that after the initial purchase, this game is free, but unfortunately, my time is not. I have a motto: Games are meant to be fun, and should only be played until they stop being a source of enjoyment. When that happens, it’s time to do something else. I’m going to keep my eye on this thread to see when this bug gets fixed, but until it does, I’m taking a vacation from GW2.

(edited by wickedgreen.4685)

Lost Shores Feedback Thread

in Guild Wars 2 Discussion

Posted by: wickedgreen.4685

wickedgreen.4685

I was extremely disappointed with this event, at least the “3-day-only” portion of it. I ran into bug after bug after bug with the scavenger quest, to the point where I was unable to complete it despite 2 full days of participation. I am relieved to hear that the reward was only a mere 5 cc tokens, but the experience has actually kind of soured me on the game as a whole.

Satisfaction Poll.

in The Lost Shores

Posted by: wickedgreen.4685

wickedgreen.4685

Yesterday I experienced my first rage quit. I tried 6 times over 18 hours to get Canach’s part of the scavenger hunt, only to find that I couldn’t talk to Zommoros at the mystic forge, thus making it impossible for me to complete the event anyway. I traded a shift at work so that I could participate in this “3 day only event” only to have all of my time wasted because of bug after bug. ArenaNet should be embarrassed with thier performance this weekend. If I had been smart enough to wait for this “free trial” instead of picking it up 2 months ago, I would have NEVER bought this game. Part of me still hopes that they’ll find some way to try to make it up to us, but I’m checking out other MMORPG options in the mean time.

Rearrange Crafting Production Menus

in Suggestions

Posted by: wickedgreen.4685

wickedgreen.4685

I posted this as a reply in another thread, but I feel it bears repeating:

Correct me if I am wrong, but most people do their crafting for 1 of 2 reasons: Either they need to replace a specific peice of armor (i.e. "my character’s healm is so 10 levels ago…) or they are trying to do as much discovery as possible to level their crafting skills.

The later is particularilly annoying as it requires one to repeatedly scroll between 4 different sub-menus (refinement, crafting components, insignia, and the individual armor pieces’ section) just to determine whether one has the necessary components and avoid duplications. And, of course, since they are all arranged alphabetically, this usually means a lot of unneccessary back & forth.

My solution is to place the Refinement section at the very top of the production menu, and then get rid of the “Crafting Components” sub-section all together. Instead, place these components with the catagory that they belong to.

i.e.: instead of it looking like this:

Crafting Components
Cotton Coat Lining
Cotton Coat Panel
Cotton Helm Lining
Cotton Helm Pannel
Cotton etc…. (and yes, have you noticed that it doesn’t always go in the same
order [lining, panel, lining, panel]? More than once I have crafted the wrong component because I wasn’t paying close enough attention..)
Wool Coat Lining
Wool Coat Panel
Wool etc…

I think it SHOULD look like this:

Coats
Ravaging Acolyte Coat
Vigorous Acolyte Coat
etc…
Cotton Coat Lining
Cotton Coat Panel
Hearty Student Coat
Strong Student Coat
Wool Coat Lining etc
Wool Coat Panel
etc…

If they reorganized it like that, then we wouldn’t waste so much time scrolling through all the lists and we could we could close all of the sub-menus that we weren’t using at that time.

As a final note, I also hope the GMs will enlarge the left-hand section of the production menu. Some of the recipies have super-long names [i.e. Rejuvinating Embroidered Wool Insignia (Master)], that get cut-off mid sentence, so you can’t tell whether you have the necessary reagents un till you to click on them individually.

Traits missing vital informations in tooltips to make informed decisions.

in Suggestions

Posted by: wickedgreen.4685

wickedgreen.4685

I couldn’t agree more! It’s very poor for engineers as well, with all of their “equips a _ kit”. You have no idea what the kit entails until you blow your skill points on it…

sexyness ?

in Suggestions

Posted by: wickedgreen.4685

wickedgreen.4685

There are lot’s of sexy armours You can see pictures of almost all of them here
http://ca.ign.com/wikis/guild-wars-2/Winged

Not to mention the masquerade armour that my Lv 38 mesmer is wearing:

Attachments:

Color coding in the crafting menu

in Suggestions

Posted by: wickedgreen.4685

wickedgreen.4685

I agree 100% that the huge fields of text make crafting very, very, annoying at higher levels, however, I have a different solution to the problem:

Get rid of the “Crafting Components” sub-section, and instead, place these components with the catagory that they belong in. i.e.: instead of it looking like this:

Crafting Components
Cotton Coat Lining
Cotton Coat Panel
Cotton Helm Lining
Cotton Helm Pannel
Cotton etc…. (and yes, have you noticed that it doesn’t always go in the same
[ order lining, panel, lining, panel]? More than once I have crafted the wrong component because I wasn’t paying close enough attention..)
Wool Coat Lining
Wool Coat Panel
Wool etc…

I think it SHOULD look like this:

Coats
Cotton Coat Lining
Cotton Coat Panel
Ravaging Acolyte Coat
Vigorous Acolyte Coat
etc…
Wool Coat Lining etc
Wool Coat Panel
Hearty Student Coat
Strong Student Coat
etc…

If they reorganized it like this, then I wouldn’t have waste so much time scrolling through the whole list because I could keep all of the sub menus closed, except for the insignias and the specific piece of armor that I am working on. Correct me if I am wrong, but most people do their crafting for 1 of 2 reasons: Either they need to replace a specific peice of armor (i.e. "my character’s healm is so 10 levels ago…) or they are trying to do as much discovery as possible to level their crafting skills.

The later is particularilly annoying as it requires one to repeatedly scroll between the crafting components’, insignias’, and armor pieces’ sub-menues to determine whether or not one has the necessary components and avoid duplications.

As a final note, I hope they will enlarge (or allow for a drag & re-size option for) the left-hand section of the production menu. Some of the recipies have super-long names [i.e Rejuvinating Embroidered Wool Insignia (Master)], that get cut-off mid word, so you to click on them just to see if you have the necessary reagents