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Poki.8235

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Everything posted by Poki.8235

  1. For month, years now even, the "carpet" of Qadim disappears incorrectly. It spawns, stays there, then it does it's animation to go away... but it doesn't actually go away. It becomes an invisible damage field for several more seconds, and then it instantly pops back in to play it's disappearing animation again. I don't know if the field lasts too long or the animation happens too soon, but I'll take either as long as I can see the thing that kills. And while I'm here, 3 other bugs: - Qadim can sometimes fire his pushback shockwave after destroying the pylon too early. Sadly it seems random, but it's deadly on CM cause it takes you by surprise, likely before everyone is even grouped up, and can not only push you into a tornado, but even if you're lucky it pushes you out of the safe zone and you die anyway. - Ever since the August 22, 2023 patch that added the round indicator around you for Toxic Sickness, most round indicators are bugged and start their animations at random times. This includes the Toxic Sickness indicator, but also Qadim's indicator at the start of the fight. - If the group GG's when one person is "up" during Qadim's CM mechanic after he destroys the Pylons, the hidden timer that kills everyone if they fail to get the person down stays active and will kill everyone regardless, even if the fight already reset.
  2. I'll just leave this here: https://imgur.com/WqT3EIb
  3. Are you sure you bought the correct weight?
  4. Envious Reprieve CM? Can I DPS if I'm not a Virtuoso?
  5. @Regina Buenaobra.6193 Todays patch may have fixed the achievement, but it broke the event. It often instantly fails a few seconds after it starts.
  6. I don't think you know what's you're talking about. M7 is an incredibly powerful crutch trait that several deadeye weapons have to be balanced around, ergo the axe nerfs from the beta. Is there any other PvE build that uses axe, riffle or (power) d/d that's not a M7 Deadeye? Do you not wonder why that is and that's the connecting tissue in these builds? M7 Should be removed so that other things can be buffed. M7 is also the cause of incredibly annoying and unflexible rotations that fall apart whenever you stop hitting a golem. In other news, still waiting for a Bounding Dodger buff. https://i.imgur.com/WqT3EIb.png
  7. Poki.8235

    Thief traps

    I have to disagree. I use the portal often. I set the Pitfall trap beforehand and wait for a CC bar before I activate it (and have it cool down before the next one specifically because I placed it earlier). Heck, I even used the condi trap once to remotely destroy the lamp on Qadim once. I understand that it's a bit of an annoyance for most day to day stuff, but manual activation has it's fair share of perks too.
  8. Ah yeah, they are used for Guild Upgrades, but that can be done by requiring a token item that you buy from an NPC for luck instead. I don't see any scribe stuff requiring luck though.
  9. The current luck system, as it stands, needs adjustments since it's not ideal for anyone. Not for new players, not for experienced players, not for players with maxed Magic Find. For most it's unnecessary trash to doubleclick. For some it's a really annoying resource to manage. Now more then ever with the new PvE Legendary armor. Optimally, you spend bag and bank slots on stocking up essences of various rarities so that you can later go on your artificer to rank them up to exotic. And then there are Legendary quality Essences that can't be crafted and are used as currency for a different event. It's all kind of a mess. Here are my suggestions: - Essences of Luck should be auto-consumed. There's no good reason why you should have to click them aside from keeping them for crafting or currency, which I'll address later. There is an argument to be had about telling new players about the luck system, so this might be a Core Tyria mastery unlock. - Luck should go into the wallet. There are more elegant ways to do this then just use the wallet system, but this way requires the least amount of new coding. All luck that players consumed, but that does not contribute to +1% Magic Find gets moved to the wallet. - All crafting recipes that use Luck will not use the wallet luck. This shouldn't be a problem I think since there are already recipes that use Research Notes directly from the wallet, so this is not new tech I'm asking for. - Add a new item or two to Master Crafter NPCs / Myiani / Mystic Forge Attendants / Lhyr that costs Essences of Luck so that it's used as a replacement for Mystic Forge recipes. As far as I can tell it's just the New year backpacks, mini Lucky lantern upgrades, two Grow Lamps, the Gift of Research, and for some crazy reason a recipe to turn a Bloodstone Brick back to Bloodstone dust that costs a MYSTIC COIN?!?! - Add an NPC (easier) or a button on the achievement panel next to Magic Find (harder) to convert Luck from the wallet into a permanent +1% Magic Find. This basically keeps the current magic find system intact. There are items for +1% Gold Find from old login rewards and the Wizard's Vault, so you could make the same item but have it give +1% Magic Find. There are already NPCs that can increase the price of an item the more you buy it and have limits on it so I don't think the NPC approach would be hard to implement, even though it would be a bit clunky. Having a button in the UI would be much nicer, but requires some code time (less if you go half way and make it just open a merchant window or something). - Convert Legendary Essences of Luck into a separate event item. Go through the ways that people can acquire it and turn it into normal luck for everything except the Lucky Envelopes, Shining Aureate Weapon Chest and the (Weekly) Lunar Festivities, OR Turn everything into wallet luck and just have the New Year NPCs accept wallet luck as currency. I think that covers everything. If I missed something please point it out. For my part, I'm currently sitting on +300% Magic Find, with enough consumed luck to have multiple stack of Exotic luck and I can't do anything with it. Since then I decided to waste half of an entire bank tab on hoarding luck I get from salvaging, that I need to keep depositing into the bank so that I can craft them into Exotics on a different character. It's very silly and I want it improved.
  10. I too think it should be shareable, but I also think the drop rates for the items should be increased by a large amount. They're just way too rare for the reward.
  11. This is why I don't like UI elements being embeded web pages....
  12. If you're on a map that fails the meta you can't get the daily chest that day any more. This is a bug from release that's still not fixed.
  13. Yup. We had a fun time on Qadim today. Can confirm. BTW, Anet, why are fights coded so that the phase shifts at specific HP % can trigger more then once per fight?
  14. Simply equipping the weapon will unlock the entire achievement.
  15. I find it really ironic that the Thief Axe preview uses this skin, even though it's basically unobranium 😄
  16. Hello, hi. PvE Thief main here. My thoughts. I'll start by saying that I'm disapointed that the patch doesn't address Specter damage (both normal and alac) and Quickness Deadeye. The Specter nerfs last patch were too big. Not by a huge ammount, but they were, and they disproportionatly hit Alacrity Specter. I would like to see a revert or softening of the Twilight Combo nerfs, and if you see it fit, adjusting the Torment strength trait down a bit more. This would up the Alac Specter damage, while not overbuffing dps specter, since that trait is mutually exclusive. I do think that the dps Specter nerfs were also unwarented in the last patch, but hey, I might be biased... Secondly, Quickness Deadeye has been unusable since the One in the Chamber nerfs. This build needs a big looking into. I don't envy your situation, cause there's a ton of possible combinations to get extra Steal skills, but the build was pretty annoying what with having to spam Steal so much that there was little time to do much else. Some surprising pistol changes. Not sure what to make of the condi buffs here, since using Shadow Strike on a boss is really miserable with the forced movement (and forcing it to cancel by jumping is even worse!) so I don't want it to become the "best" Thief condi build because of that.... Didn't think Unload needed buffs since it can already be infinitely spammed, but ok. Will be good in Open World builds when enemies die prematurely and stuff. Good. Might be some weird interaction there, if you're counting on that might and then you're not getting it cause the enemy keeps having, let's say, protection and not might so part of me wants the might to just be a permanent fixture instead of being conditional, but Bountiful Thief is already pretty freaking strong for it's intended use case so idk if that's on the cards. Good to see buffing to underused Utilities, of which thief has MANY, but Haste is still pretty worthless (6 seconds of self quickness). Very nice changes here. Staff 3 and 4 were a real joke and this is a great change. Giving specific utility to the skills so every one has a specific intended use case is the way thief weapons skills have to be designed. Having 3 be a CC (with something to counteract the backflip) and 4 be a reflect is great! Full props here. I just hope Dust Strike reflect isn't so low in duration that it's hard to use.
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