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Lateralis.5701

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  1. I am hard stuck at doing Lasting Bonds: What We Do Here because the Artificial Diamond will not drop. I have lost count of the number of times I have done the events as part of the north meta over the last two weeks and it is not dropping. What makes it more difficult is that hardly anyone does the north meta any more so I am having to solo, which is a pain and a huge waste of my time. I understand this is an RNG drop, but no other item for a legendary collection I have done has not dropped after the numebr of repeats I've done for the Artificial Diamond. So two options present themselves: the drop is bugged; or the drop rate needs to be upped significantly. Please, ANet, fix the Artificial Diamond. I have a full time job already I don't want to have to camp Sandswept Isles north island as a second job. More importantly, this is really not fun, and games are meant to be fun and enjoyable. Quick edit: One thing I have noticed is that the Earth Elementals do not take conditions or breakbar damage properly. They ignore fear and chill even though they are not supposed to ignore these conditions, which harms DPS on some builds, and makes consistently breaking them inconsistent and more difficult than it should be.
  2. I will edit my post, but I restarted the EoD story on the stuck character - did the first bit with Taimi/Aurene and then the first two instances to get to Seitung. That seems to unstick the progression, but I have to redo the stuff with the haze hot spots. So if you have this bug, go back and redo a bit of the EoD story before this patch. Then try to continue the story in this patch.
  3. I have this exact same bug. Scanned the last haze hot spot, the map closed during the dialogue with Gorrik. The progress has completed bugged out. I have tried: Changing map Logged out and back in again Stopping the chapter and starting a new chapter, then switching back Nothing so far has worked. My progress has still bugged out and I cannot continue. Edit: I managed to continue progression by redoing a bit of the EoD story then going back. Redoing a bit of story from another expansion or LW release does not unstick this bug. Note that you will need to redo the stuff with the haze hot spots.
  4. Hi Andrew, thank you for the message. I expect some of the comments in this thread are disheartening, maybe even hurtful, but please, communication is absolutely vital for large sections of the community, and these kinds of messages are important to us. For my part, I'd like to offer some constructive criticism regarding raids, and engaging more within the GW2 community in raids. From my view, as someone who has raided a lot and offered raid training, there are two main problems as I see it. The first is that there are no rewards or in-game incentives for training new raiders. Relying solely on the altruism of experienced raiders is only ever going to end up with a slow drip of new players into raids. To encourage more commanders to host raid training there needs to be some incentive to do so. That might be a gold incentive - every player in a group who helps a new player get their first kill on a boss gets more gold - or an incentive through fashion, achievements, or titles. Or all of these. The second is that there are no in-game tutorials or pointers as to how a player may improve their build, much less a reason why. Consider the most recent strike mission: anecdotally, those who completed the first few Strike Missions found the most recent one to be too hard and so have given up. The first strikes were at their level, but the subsequent strike is above their level and there's no in-game information on what they are doing poorly, how they might improve their performance, or even a reason why they should work hard on improving. The rewards for completing a strike are currently not strong enough incentives for the casuals to get better. There need to be some messages, in game, to players, pointing the way to improvements. Or some in-game method of holding a casual player's hand as they seek to improve themselves. Some of this could be in the form of solo minigames. The Commander, Braham and 3 others come up against a powerful foe, but in order to defeat it your allies need to be buffed with 25 might and permanent fury for 20 seconds. Braham then does a special attack and kills the foe. The game could suggest classes or elite specialisations which are particularly effective at buffing night and fury. Or maybe Braham and others come up against a foe which will do a devastating attack after a set time period, and a special skill Braham has to protect the group from death is on a cooldown of equal length. In order to get the defensive skill to deploy, the commander has to apply permanent alacrity to Braham so the skill is available at the point the foe uses this special skill. Another might be that Braham is injured, and to save him you have a set time period to defeat an enemy. Braham as a last gasp imbues you with all the spirits of the wild, granting you fury, might, quickness and alacrity. The foe has 1 million health and you need to kill it in 60 seconds (time average of about 16.7k DPS) in order to save Braham. You could have different difficulty levels, with harder difficulties with tighter constraints. The DPS minigame could be that the enemy has 1.5million health instead. These minigames could perhaps be programmed in the special simulation chamber that Taimi discovered way back when in Rata Novus. But however it is implemented, the clear goal is simple: personal performance is key to saving your allies. By having instanced minigames the game can give hints and tips on how to pass them if a player is struggling. These are very much ideas off the top of my head, so are probably a little flawed in someway. But you get the idea: ANet need to have systems in place to allow a curious casual to test themselves with a clear progression along different difficulty levels, with in-game tips, tricks and information detailing how a player may improve their performance. Separate to that, it may also be useful in the strike missions to have a DPS meter and buff table displayed on screen. I know ANet have been dead set against doing that for a long time, for reasons that I do understand. But my counter arguement is that it was only when I started using a DPS meter (the safe compliant version of BGDM back in the day, and now ArcDPS) did I realise how utterly terrible I was at the game. Seeing that made me want to improve. Before actually seeing my performance it was very easy to think that I was pulling my weight when I absolutely was not. Now, I use the DPS meter to ensure I'm performing well, and if I'm not I can see I'm not. The DPS meter is a crucial tool in my own quest for self-improvement. I think my final comment for raids is finding a raiding guild or group can be hard. There are places on the internet you can go to find a group or guild, but unless you are motivated to do that you won't. An in-game Guild Finder would be amazing. Raid training guilds can then advertise themselves as such in-game, and be found in-game by those who want that. In conclusion, getting more people interested in raids is difficult and complicated. There's probably more that the community could do, both in terms of general attitude towards new players (which does generally stink and I wish to high heaven experienced players and streamers were more forgiving and helpful) and in setting up raid training. From ANet's side, while the strike missions are potentially a useful stepping stone for new players, Strike Missions on their own are not the complete answer. ANet need to do more to meet the experienced raiding community half way. There are currently no incentives to training new players, and no in-game systems players can use to test themselves, or in game messages giving pointers on how players can improve. As a consequence, there's a tranche of casual player's who have hit the most recent strike, bumped their head on their skill ceiling, and are not being encouraged or incentivised by the game to raise their skill ceiling.
  5. Adding my own voice to this, to reiterate what others have said: 6 max slots for builds or equipment is not enough. This is barely enough for some classes if you raid (even discounting any minor changes) but if it also includes WvW builds/equipment the but absolutely not enough. Legendary armour doesn't take up additional inventory space, so it is a bit of a slap in the face to go through the hassle and expense of making legendary armour and then have to spend additional money on equipment once Tory space, which is completely uselessThere is no real reason why build templates are strictly limited to 6, when this can be saved as a simple string and hard drive storage is cheap. This is a problem solved by gw2skills.net for years. This could also be saved as a local text file, as per GW1. For me, one of the most insidious things is the cost of Build Templates. The rational for charging for Equipment Templates makes some sense if it effectively adds some character storage. However, charging for Build Templates which have no such feature is an appalling and shameless money grab. This whole thing is a shambles for the people who would benefit the most from this feature. And it is an amazing insult to all the people who have given genuine and constructive feedback over the last few weeks but have been completely ignored, for Stephane to say "we've listened to your feedback." Well, that's nonsense, because you haven't. Genuinely, genuinely, I wish they hadn't developed build templates, and I say that as someone who has wanted build templates for 7 years.
  6. @Raymond Lukes.6305 I apologise if the question I am about to ask has already been answered elsewhere, but I cannot find the question in this thread (it's late here and I could be wrong) and I feel it is worth asking. I am pretty much exclusively a PvE player. I used to play a bit of PvP and, at launch, a LOT of WvW, but over time I've drifted away from those modes and focussed on the PvE elements of the game. However, I like to collect legendaries. One of the annoying pain points for me is going into WvW for the gift of battle, as at this point I literally don't care about WvW. It isn't particularly clear to me right now how the changes to WvW will impact upon my ability to get gifts of battle. Will it still be a simple matter of hopping into WvW to do that, or will I have to join a guild marked as WvW? Or mark my account as being a WvW account? Beyond that, as part of this revamp, has any consideration at all been given to the process by which people obtain gifts of battle? I know that people who are dedicated WvWers really hate people like me leaching off of zergs and not giving a damn just to get the gift of battle. Can a new PvE method/system be implemented so that people such as myself don't need to take the place of someone who actually wants to play the game mode? A repeatable mastery track requiring a some millions PvE XP? A repeatable reward track like in WvW but works in PvE? Or maybe a repeatable achievement collection where you need to obtain X amount of XP alongside doing particular open world events (all world bosses) and some other stuff? Aside from that, I think the changes to WvW sound interesting and I am glad for the WvW community that some much needed love and attention is being directed at it. I hope it all works out well for you.
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