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Orion Templar.4589

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Everything posted by Orion Templar.4589

  1. I'm with you on this one. Any novelty of gathering things around the home instance has definitely worn off over the years of daily home instance gathering. A mastery or even a gem store item that collects all home instance items into one "pile" that could be collected each day would be a very nice thing.
  2. Here's something I observed during the Renyak fight of the Seitung Province meta event. With DX11 not enabled, I'm accustomed to this event having a pretty low FPS, but even though things run slowly, they run slowly at a constant pace. With DX11 enabled, the FPS was still low, but the lag was punctuated. In other words, the visuals of the event would actually freeze momentarily, and then "speed up" as all the visuals appeared to catch up. Then it would freeze again and then catch up again. This punctuated lag was actually much worse to play than the consistent lag with DX11 off. The punctuated lag with DX11 caused me to miss visual cues, press a key at the wrong time, take a bunch of hits all at once as things caught up, etc.
  3. It's been mentioned by others, but I'll add my voice to being surprised when I press Window+D (or +M) to minimize all windows, GW2 won't stay minimized. As soon as I click another app GW2 pops back to full screen. We definitely need it to stay minimized until we intentionally click to switch back to it.
  4. This was added today! (5/10/22) From patch notes: Added the ability to use the waypoint from the Thousand Seas Pavilion map to access other map layers. Thank you, dev team - this is very much appreciated!
  5. True, but not quite what I had in mind. The benefit of having access to the world map is that you can go directly (and quickly) to the waypoint you want. While riding the zipline to get to the fishing portal is definitely an option, it's not necessarily a time-saver as compared to just using the Arborstone portal scroll in the first place. The point of my post was to say that the Thousand Seas Pavilion is great, no argument there, but adding access to the world map would be a nice convenience (the point of areas like this) and would align it with similar functionality that was added to the Mistlock Sanctuary after its initial release.
  6. Thank you for adding the additional baits and lures to the fishing vendor in the Thousand Seas Pavilion. That was definitely something that was needed. Another thing really needed is to put the Thousand Seas Pavilion into the Cantha world map. Having to map out to Arborstone and then a second map load to waypoint to Seitung Province, NKC, or whichever map was the destination is something Thousand Seas Pavilion pass owners should not need to do. I like using the Mistlock Sanctuary pass as a launch point for central Tyria. I like using the Lily of the Elon pass as a launch point for the Crystal Desert. In similar fashion I'd like to use the Thousand Seas Pavilion pass as a launch point for Cantha.
  7. I'm seeing the same thing. No eye of the north in the fast travel options from the Thousand Seas Pavilion.
  8. Someone mentioned they heard a dev saying in map chat that the fishing vendor would likely be updated. Curious has anyone heard similar chatter that there may be plans to bring the Thousand Seas Pavilion into Cantha and give it world map access? Having access to the world map from the pavilion is something I'm really hoping will be implemented soon. Having to portal to Arborstone first to get to Cantha is an annoyance I think pavilion pass owners shouldn't need to worry about.
  9. As some have suggested above, I wish it had been implemented so the jump/slam and dodge weren't tied together, but yet the jump/dodge could still cost endurance. Basically the jump/slam and your dodges would both pull from the same resource pool (endurance) so you could choose which to use at the right time. Along with that, the jump/slam could either still cost 100 endurance, or possibly it could have effect or damage based on endurance spent. For example if you jump/slam with full endurance, you do full effect or full damage. But if you jump/slam with only 50 endurance, your effect or damage would be half of what it could have been.
  10. The Thousand Seas Pavilion is so nice. I really like the aesthetics, the placement of the crafting stations and merchants, and the zip lines to the other parts of the island. One (very small) thing that I didn't like about the Mistlock Sanctuary was that you'd be facing a random direction each time you entered. That's not a huge deal, but when I want to get in and out quickly, having muscle memory to quickly move my character the same direction is a nice thing. With Mistlock Sanctuary I had to visually orient myself which direction I was facing. With Thousand Seas Pavilion, when I enter I'm always facing the same expected direction. Nice! I have two issues with the Thousand Seas Pavilion that I really feel need to be updated to make it the truly convenient item I think it was intended to be. The fishing vendor needs to sell all baits/lures we could buy from vendors at other places like Arborstone The Thousand Seas Pavilion should be part of the world map, specifically in Cantha - being able to use the Thousand Seas Pavilion as a quick way to get to Cantha would be wonderful - as an example, if I'm in northern Tyria and I want to get to Seitung Province, I could pay a high WP cost to go directly there, but more likely what I'd do is portal scroll to Arborstone, and then pay a smaller WP cost to go to Seitung Province - but what I'd much rather do is use the Thousand Seas Pavilion pass to get to Cantha and then pay that smaller WP cost to go to Seitung Province. Please bring the Thousand Seas Pavilion out of the Mists and into Cantha.
  11. Sounds like we cannot access the world map to WP out from the Pavilion? I remember when the Mistlock Sanctuary was first introduced, it had that limitation too, but they soon fixed that so you could select a map layer and then WP out from there. Fingers crossed they'll add that functionality for the Pavilion very soon.
  12. I like the way they implemented the antique summoning stones. It gives you the option to spend little gold and invest more time (vendor) or spend much gold and invest little time (trading post). Options are good.
  13. Similar to what Westenev posted, I often use the /time command, but even so the option to toggle on or off a sun/moon indicator would be pretty nice. Having it as an optional toggle means those that want it could see it, and those that didn't want it wouldn't have to see it.
  14. Agreed, Turial. Some modernization in this space is so much needed. I really love this game, but the bad experience of getting stuck in a different map instance than my squad and being unable to join them while sitting for many minutes trying to spam-join them is an annoyance I really could live without. Having a way to join a queue would be great - then you could play and stay active on your current map instance and if a spot opened up on your target map, you could be prompted if you wanted to join now or not When you first join a map (such as waypointing in from a different map) you should always join your squad/party map if there's a spot available. It's frustrating to join a squad, waypoint to the map, be in a different shard, and have to taxi over. I do not think LFG entries should auto-disappear if the map is full, however LFG entries should have a visual indicator if the map is full. It's bad enough as it is with general open world maps, but I'm thinking of the Labyrinth where there are dozens of LFG entries, and I often have to join/leave lots of groups before finding one that's not a full map. If you disconnect, I think your spot on that map should be reserved for a short period of time (maybe 5 minutes?). It's very frustrating to get disconnected for whatever reason, log back on, and get dropped in a different shard and be unable to re-join your squad. This happened to me just the other day in Seitung Province. My squad was in the final stage of the meta, I got disconnected, logged back on, and was dropped in a different shard that wasn't doing the meta. I tried to spam-join my squad to get back to my original map but was unable to. The squad finished the event without me.
  15. Just to double-check, do we know for sure that obtaining the Aurene version of a given weapon is a prerequisite to obtaining the variant? For example if what I wanted was a Mordremoth sword, could I skip the Aurene sword and somehow directly obtain the Mordremoth version? Basically just wanting to make sure that working toward the Aurene version isn't "wasted" effort if the true goal is one of the variants.
  16. Beating the boss event in its current form really is all about luck which is unfortunate. My personal experience is that I had about four failures and finally had a success on the fifth attempt. (With the meta being so long, adding up those attempts was a pretty big time investment.) The fourth attempt was with a great squad and great commander. We were well-organized, had lots of folks with selected builds, and had good DPS and CC. We just got really unlucky with the Tail and the CC phase being up at the same time multiple times. Despite that we got the boss down to the final phase and nearly won, but "nearly won" is still a failure. Then my next attempt was with a good squad, but we weren't nearly as organized. People weren't dodging well and there were times when I'd see a dozen or more people getting squashed and flying back over from the airship waypoint. But we had good luck with the Tail phases and we got the CC bar broken pretty much every time. We beat the encounter with 30 seconds to spare. Based on that experience, I learned that luck triumphs over skill and organization.
  17. I'm seeing a lot of "connection error(s) detected" during the initial loader, especially whenever there's a build update - I'm not seeing any connection problems to other sites so as far as I can tell the problem is only seen when updating GW2
  18. Strikes are okay, but Fractals have long been my favorite endgame content in GW2. I like how (for the most part) they are quick to get into and don't require a big chunk of time for either queuing or for doing them. The varying degrees of difficulty with the tiers and CMs means you can customize your experience. I really hope Fractals continue to be on the development team's planner for ongoing development.
  19. Really liking Vindicator 2.0 as compared to the prior beta. The ability to swap legendary stances on demand rather than the individual skill swap feels a lot better, and the endurance on demand skill helps (a bit) make up for the single dodge. One oddity I noticed is each time I dismount my skills are back to the blue ones, even if the red ones were equipped when I mounted. Not sure if that's a bug, but it is frustrating. I'd prefer the skills stay on whichever stance they were at when I mounted.
  20. It's not a problem. You automatically received that when your Sunrise got added to your Legendary Armory. You can use the Memory of Sunrise in the mystic forge to create Eternity should you choose to pursue that. https://wiki.guildwars2.com/wiki/Memory_of_Sunrise
  21. I play Ranger a lot and I'll admit I was disappointed by Untamed at least as it exists in this beta. I think the idea has potential and if the community feedback is thoughtfully considered and adjustments are made, I this this spec could be fun and effective. I'm impressed by the quality and quantity of feedback and suggestions the community has provided.
  22. Gotcha - thanks for that tip. It makes Enhancing Impact a bit less interesting, at least for the quickness I was hoping to get from it.
  23. When I'm in Ranger Unleashed state and I'm using the Enhancing Impact trait, my Rock Gazelle's "Charge" and "Head Toss" skills don't appear to be triggering quickness as expected. Update: My Smokescale's "Takedown" skill doesn't appear to be triggering quickness with the Enhancing Impact trait either. Am I misunderstanding how this trait is supposed to work?
  24. I'll try to add some more detailed feedback later, but just on the surface I'd like to ask that the visuals for being in the unleashed state be removed or reworked. After having spent so much time customizing my character's look to have it be covered by the brown goo is not cool.
  25. The community has posted a lot of great feedback above so I’m probably not adding anything unique here, but just to add my voice here are my observations about Vindicator. Generally I think this spec is off to a great start and with some adjustments and tuning it can really be good. I’m glad we have an opportunity to provide feedback while it’s still in beta so that the finished product can hopefully be better. Greatsword: The GS skills are fun, and although I agree with others that the animations should probably be more unique (especially #5) we’re off to a good start here with this weapon. Things I would change: * The tooltip for #3 says it has a 900 range - in testing I’d get close enough to a foe for the red range bar below the skill to disappear but after invoking the skill I’d still come up short of the foe - then other times it would work and I’d rush far enough to strike the foe - seemed to be inconsistent * Skill #4 consider adding a quick AoE taunt when invoking the skill * Skill #5 consider adding fury for each foe struck (Vindicator needs more access to fury) Legendary Alliance: I liked the Archemorus skills but wasn’t as much a fan of the Saint Viktor skills. I really wanted a way to reliably have my skills when I expected them to be there. The suggestions above about an F3 lock your bar skill are good. Another option might be to have traits that let you specify your alliance skills will be Luxon or Kurzick. Another option might be having F2/F3 skills that reset the alliance skills to fully Luxon or fully Kurzick. The three specific skills that stood out to me as needing change: * Battle Dance needs to have the casting time removed - the current activation time makes it tough to use as a reliable evade * Spear of Archemorus needs some kind of improvement - many good suggestions in posts above - I’d recommend at the very least add some CC such as stun, daze, or knockdown (but please not knockback) * Urn of Saint Viktor probably needs to be reworked totally - I’m not sure what to recommend as an improvement, but I do know that in its current form it is not useful Dodge: I think this might be more fun if the dodge animation was more “normal” and acted more like a Daredevil’s Bound. That could help avoid the DPS loss from being in the air so long and help make the dodge a true dodge (not be CC-able while leaping.)
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