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Poki.8235

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Everything posted by Poki.8235

  1. I completed it every day since soto patch, and several times before that and still no unlock. My fractal buddy is the same. Each one of us is at over 40 kills total, with 30+ being after the soto patch.
  2. You guys realize that changing from stacks to duration would massively increase the damage variance? Specter doesn't have any good multihit attacks so the damage would likely plummet, whereas D/D condi builds would skyrocket? I don't think that's going to be that great of an implementation for this class.
  3. Having a skill just blatantly say "Your next several attacks will apply a total of 20 stacks of Torment" would be a bit weird, and make it more obvious how OP these skills are 😛 But let me be clear here, Venoms need some sort of rework. At the very least, they should STACK. Basilisk Venom already can stack up to 2, so this does not require any new tech. (And it can stack because it used to apply 2 stacks for a few months at one point). There's no reason for them not to stack in PvE at least. Raids, Strikes and two fractals already cleanse all buffs, including venoms when the fight starts, so no stacking there. The other two CMs don't cleanse, but they arguably should. In every other situation I don't see potential venom doublestacking to be an issue. If the lack of buff removing tech was the main reason for non-stacking then that's dealt with now and stacking should be re-evaluated. Of course, Venoms are a bigger problem then just the stacking. They are incredibly overpowered skills, but are also being factored into Condi Thief power budgets. I don't think there's any other class that's so reliant on utility skills for their dps and nothing else. It feels pretty bad, but having them stack first as a band aid fix for stacking condi thieves in groups is first and foremost important and a rework can come later.
  4. Some skins are deliberately missing from the wardrobe when locked, and the Luminous skins are one of those. I can see it in mine, so this means you do not have it unlocked.
  5. You start 8. Into the Obscure, talk to some NPCs, go into an instance to talk to NPCs, and then go to Amnytas to talk to NPCs and you're on that step. It's not that bad, even though I'd like it if you could just do a T3 rift in Amnytas at any point.
  6. Thank you Rubi. Side note, all the new story achievements have incorrect text in their descriptions. When a story achievement has "Journal: X" in it, it tells you the instance name or story step, but all the new achievements just have... the name of the achievement there. Not helpfull when you're trying to figure out where it is ^^;
  7. The achievement requires you to do a T3 rift instead of a T2. First I tried doing a T3 outside of the story. Nope. OK then. Replayed the story. Since it's an open world part I had to talk to some NPCs first. Then when I was finally on the step to do a T2 rift I found a commander doing Tier 3's and did one. The story progressed, but I did not get any achievement for it. I also did not have any achievement eligibility icon on me.
  8. As a heavy Action Cam user, I think we have to concede this. I got used to switching out for some targeting stuff cause and I suggest you do to. I wish Action Cam got some QOL updates and was more openly supported, instead of just being a hidden keybind, but that's not the current state of the game. I did all the PvE content in this game including this CM and HTCM. I don't need things getting easier and, like @SoftFootpaws.9134 (who actually bothered to read my post unlike you it seems) it's not about being easier, only consistent with the game more that is Fractals. If the only reason this fractal is hard is because attack insta-kill you, then that's a pretty kitten fractal. In fact, I'd like to point out how surprisingly lenient several fractal CMs are. People being revived in Shattered's mid-boss or Nightmare's final boss? There being a checkpoint between phases at Sunqua? Not insta-dying on Shattered when you fall? Would any of these fractals be BETTER if those things were changed? I don't think so. You wish it was this simple. I once got a tether, the mob vanished and went to a platform.... but not for me. A person next to me that was targeted at the time by a different add for my add instead. That second as then proceeded to twittle it's thumbs for a few seconds before deciding to retarget on me, giving me not enough time to do the mechanic. It was not "stolen" by that player. None of us moved. Blocking by someone else is obviously a thing that can happen, but it's not always the reason for "late" tethers, and "Late Tethers" should NEVER happen regardless. This is an insta-kill mechanic. It needs to work like clockwork EVERY. SINGLE. TIME. Blocking shouldn't delay tethers, ever. It should be, and what I think is the intended reason they can be blocked in the first place, a way to grab it by DPS players so the healer doesn't have to try to kill an add, but because of the incredibly buggy nature of this fractal people are scarred to move instead. You can puke on the enemies to do damage. You can stack, since the very start of the come doesn't hit allies. If you don't want to stack, you can stick close to each other and puke in an incomplete half-circle. You only need to turn around if people are all over the place. I'll admit, it's not a fun or interesting instability (I don't like most of them) but you don't have to turn around if people are playing well. I also disagree about the portal thing (In fact, why is the White Mantle Portal Device, a raid reward, not usable in raids? Come on guys...) but the "safe spot" for World Cleaver has to be fixed, completely agreed on this point. Yeah, Afflicted is proving to be a slight problem, though it's hard for me to judge it since I always played with at least one Scourge, but there can be a lot of adds in some situations applying these conditions, and you can't do anything about them. You can't actively decide to do a tether mechanic to get rid of some adds, you have to wait for the ads to do it themselves. Failing a CC often does this, but also spawns an extra add, so you end up at net zero. Reflects and Blocks should be helpful, but the adds attack very haphazardly and you have to move around and split a lot during the fight, so I'm not sure how much they help anyway.
  9. The solution is: Don't play Silent Surf if that anomaly is in effect. They're removing it from the rotation for that fractal next month for a reason. It just randomly causes situations that you can't do anything about.
  10. One more thing I forgot to say, is that insta-death mechanics in fractals should be used very sparingly. This CM has a lot of them. Mistlock is almost useless. I'd propose these changes: - Failed World Cleaver doesn't kill everyone, just downs everyone. Mistlock not has a use in this attack. Recovering from a party down is still very unlikely. This is more consistent with other "party wipe if failed" mechanics, like Sorrows or Bombs. - Falling off the arena shouldn't kill you. It should teleport you onto the platform and down you, triggering Mistlock. I also have an alternative idea: Give people 2 parachutes instead of 1 in the last chest and teleport them above the platform so they have to use a parachute to save themselves from lethal fall damage. Unfortunately the problem with that idea is that having a grappling hook can also save them. - Wrong "Numbers" shouldn't kill you, just do extra damage and down you. The damage can be high, so that you're very likely to die if you don't have Mistlock. - "Eyes" also shouldn't kill you if you have a Mistlock. They can do extra damage to downed. Would all this make the CM too easy? IDK. Maybe? That's not really my point here though. It's about maintaining consistency with other fractals. I know the combat design changed with EoD CMs, and mostly for the better. I love EoD CMs when they don't bug out (*cough* KO *cough*), I really do! But I have breaking the rules, and this Fractal breaks a lot of Fractal rules... 5 man content needs to be designed a bit differently then 10 man content. PS: Oh, please change the Infusion stat-swap recipe to use 2 Integrated Fractal Matrices instead of a Stabilised Prophet Crystal like the other Fractal infusions do. PS2: Fix the Last Word axe unlock to be 25 CM clears like the text says and not 30.
  11. This is a good step, but just a step. More things should be done and I'm surprised they aren't being done. - As others have said, the fight is too long compared to other fights. This isn't supposed to be a "Harvest Temple CM" of fractals, is it? - 33/66% phase should be altered. The tethers behave very weirdly, fire at inconsistent times, and these are not the fault of players walking over each other. "Late" tethers kill runs. Rework this section so that all tethers start firing at the same time and only AFTER everyone gets Phantasmagoria the timer starts. Reduce World Cleavers timer to compensate. - Right after World Cleaver, the last person coming back has to panic because a new mechanic starts while they're flying back. At least add some delay to the mechanics starting. - I have been gazed on by invisible eyes, or eyes I have definitely not been looking on multiple times (and also by ones I was looking at, not complaining about that). I hope that all of those get fixes because of Quick / Sugar rush, and not just the de-synched ones? All aspects are going to have eyes visible now, right? - Speaking of eyes, maybe add a line between you and the eye when you're facing an eye, like in Shattered Observatory? Why isn't there one? - Toxic trail would be fine if it didn't instantly appear when Kanaxai is jumping during "numbers". Can't you just change that part? No? - Only 1 or 2 of the red circles for players targeted by spinning Axes are visible instead of all of them. Please fix that too. - I'm pretty adamant about reworking the grappling hook mechanic cause it's not very fun fiddling with it during the fight. I'd much rather every "island" have a small area designated for them on the main platform, and if you're in that area you can press the SAK and fly to the platform...
  12. PvE wise, Thief is not in a good spot right now. It's not in a terrible spot, I won't be hyperbolic here, but Thief needs a look. I'm glad to hear there's going to be a qdps option and a look at support specter, but this is like the 3rd or 4th patch that's supposed to help support specter, and support specter still does not exist. I want to give the benefit of a doubt, but I feel like someone here is out of touch with the class and needs to take another hard look at it. Power Daredevil is in a bad spot right now. It's damage is lower then Power Berserker on the benchmarks, a build that was famously a joke post banner update. It's damage is lower then several boondps builds, while providing no support whatsoever. Go and look at DD dodges, then go and look at Vindicator dodges. Vindi does more damage, the damage buff lasts over twice as long, does vulnerability, doesn't force you to move (very important for quality of life for classes that use dodge for their damage rotation). The only thing Bounding Dodges has going for it is the finisher, but it's a leap so it's not a big deal anyway. This is a very blatant example of power creep, but since encounters also got creeped up Daredevil got left in the dust and the changes it recieved are not enough. I'd strongly recomend looking over other DD traits more closely as well. Brawler's Tanacity reduces rechange of Physical skills, but I thought you wanted to get rid of traits like those? Havoc Specialist makes you play with no dodges for "optimal" play, but you could change it to "15% damage when endurance is not full" instead, and the build would still not be up to snuff. Impacting Disruption is bad since the damage will never outperform Havoc Specialist or Staff Master, and speaking of Staff Master it's a worse Havoc Specialist too. The entire Major line is 3 traits who's goal is to do damage with no variety that's interesting, no actual choice to be made. Buff staff a bit and look to Vindicator and make Daredevil an interesting dodge focused build just like Vindicator is. Have dodges to a lot more. Condi Daredevil, to contrast, is good, but unpopular. That's because it's very annoying to play. Make Death Blossom stop when it hits an enemy, like Weakening Charge and make Lotus Training not move you and this will be a much frendlier build to play. I would like to point out however that Condi Daredevil only uses Daredevil for the dodge and other traits are being wasted. Maybe nerf Lotus Training a wee bit, and add the power back into a condi focused Major trait instead of having 3 power major traits? And since I started talking about condi thieves, I'll mention the elephant in the room: VENOMS! I don't think there's another class that's so hard reliant on it's utility skills for the simple simple role of doing damage. I would love it for venoms to be completely reworked into a completely different set of utilities because right now they are, ironically, a toxic influence on the class and tie up the power budget for more interesting options. Power Deadeye got a good rework a little while back, even though the community had to step it to voice their concerns about the nerfs that were there in the preview that thankfully didn't hit Live. The small movement on the Riffle variant does a lot to the quality of the experience, and the Dagger build, even though the benchmarks make it seem way too overpowered, is actually in a good spot. It's hard to play, punishing for mistakes, rewards positioning, and has drawbacks in the form of lacking support and being single target focused. That's good. Strong strengths balanced out by specific weaknesses. Spectre. Of, spectre. It's ok. It's not great. It's full of failed experiments that I think should be reworked. Points for trying, but let's not keep uniqueness just for uniqueness sake and nothing else, ok? Let's go over it. First of, Ally Targeting. I want a hotkey to turn off being able to use skills on allies and an icon on the UI next to the skill bar of weapons that have Ally Targeting showing it's status. There are times I target allies, but they are extremely rare, and most often are by mistake because any other class doesn't need a specific target for most of their skills. You just swing your sword or wave your wand and it'll hit the enemy in front of you, even if you accidentally clicked on an ally, but what made GW2 so fluid and unlike other "Tab Target" MMO's is a privilege not awarded to the poor spectre. Next, Shadow Shroud. I'll start with the fact that you should buff the health coefficient somewhat. Your argument about changing it to the same as the Necromancer shroud was sound, up to the point that someone forgot that Thief is a low base health class while a necromancer is a high base health class. That's why the coefficient was no high in the first place. Now, besides that, the shroud is a powerful tool for damage, because it let's you do damage while regenerating initiative in the background. Do you know why Daredevil builds are less impressive then Deadeye and Specter builds? Because Deadeye has infinite initiative with Malivious Seven, and Specter has someone to do while waiting for initiative, but Daredevil does not. Hey, maybe that's another thing you should buff for Daredevil.... sorry, gotten offtopic there. Now as much as Shroud is good for damage, it has sero support, and that was pretty surprising. Yes, you take damage for one person, but that's just one person. GW2 is not a 2 player game in the places where balance matters this much. I'm interested to see what you do with it in the aforementioned June update. I'd love to see a trait that ups the tethers to 5 and does something more interesting then just taking damage. Finally, wells. First off, please, for the love of the Pale Tree, do something about pathfinding. So many times I tried to cast a well under myself only to get a "No valid path to target" error. This is especially prevalent in some fractals and the Kaineng Overlook strike. Walk around on the main platform in KO casting wells and see how many places you can find with a broken pathmesh. At least make it so that, if you want to cast a well within a small radius of you and it fails doe to pathing, you cast it where you stand. It's better to cast anything then nothing. And also, the gimmick of casting boons and conditions that are missing was a failed one. Well of Bounty was already changed, Well of Sorrow needs to be changed too, especially since the "If enemy has all conditions already then..." option is THE WORST ONE OF THEM ALL! 1 stack of Torment? You're penalizing me for the fact that I have 9 other people in my group and because of that the enemy has pretty much all the condies on them at all times anyway? Also, rework Shadowfall somehow. It's worse then Basilisk Venom for almost all CC scenarios, and have DOUBLE the cooldown. (huh, venoms are a problem again, weird...) So yeah, Condi Specter needs a small buff, nothing too major, and some system changes and it'll be fine. Buff it some extra to compensate for the lack of clieve and you'll have a really good build instead of just a good one. Alac Specter is very simmilar, so it's also ok. Buff the Alac granted by the trait from 4 to 4.5 or 5 sec though. That would give the build a little friendly leeway. OK, Wall of text over. I'm glad to have this off my chest. I've been meaning to write this semi-rant for a long while now. I hope it doesn't fall of deaf ears. Edit: Hi, it's me again, forgot to add one more thing. Please remember that thieves have initiative and what that entails. A few patches ago you buffed might given by Scepter 2. If this was any other class that would be great, but this is a thief. Thieves don't have the luxury of using their entire skillbar, and any utility skills on the main skill bar come at great cost. Specter does not have the oportunity to use Scepter 2. Ever. It's a dead skill. Specter must do damage with Scepter 3 with every ounce of initiative to be relevent. Please keep that in mind. Many thief weapons have dead skills because of this.
  13. Can you please explain this? I do not understand this change at all. Skirmisher's Shot already has 1200 range, not 1500. Did you mean Spotter's Shot? The Kneel Autoattack is still 1500 range, but the other skills (including stealth attack) are 1200 on a class can't can't move freely? This is going to feel absolutely terrible. Also, I do not understand how a spec with the fantasy of SNIPER doesn't have the longest range in the game... I'm completely baffled by this.
  14. I will only comment on thief changes since that's my main and I the most knowledgable about it's gameplay, but before I do I have to give props for finally buffing power builds. I can't crunch the numbers, but if power builds are brought more in line with condi builds in end-game content thanks to this that will be great! I am worried by the Spectre changes as they stand. Don't get me wrong, I wholeheartedly agree that venoms are too strong and thief condi builds are too reliant on them for their damage. Nerfing venoms and putting some power back to the main skills to compensate is generally a good idea. However I am worried math for the compensation won't work out here. Spectre will be fine if it looses a bit of DPS, but as it stands you should barely ever use the scepter autoattack in a fight if you're juggling the Shroud properly. Very napkin math here, but the difference between Spectre with and without allies on Snowcrow's benchmark is 8k dps, and you're nerfing venoms by 33%, so Spectre will loose 3k dps. IDK how much the 1 sec of torment on shroud auto and the 60 extra condi damage will help, but probably not much. Power Deadeye and Daredevil buffs are really nice. No idea how much of a buff this is exactly, but seems like a lot. I love playing Daredevil and this it's super fun. I see some people complain about the state of P/P, but with the Deadeye buffs here that might help. I use P/P as a swap from riffle when I'm done kitting Qadims (because I really dislike the kneeling mechanic). Lastly, and this is totally beyond the scope of this patch, but just a request for the future, can someone look at thief utilities please? There's a reason thieves mostly run either signets or venoms. Most utilities are extremely narrow without any good real world application. Scorpion Wire is broken for years (often fails to connect for no good reason because of hitboxes, the pull is extremely inconsistent, rarely pulling all the way, most often just tripping the mob in place).
  15. Hello. I like this change very much, but if it isn't too late can I suggest adding a category for people that are advertising as well? I have mixed feeling on the advertisements on lfg personally, but if developers are OK with them I'd like it if they could not take up slots from people actually LFGing.
  16. You should get the credit after you open a chest that's above the minimap. Are you completing those metas using those characters as the first time you do the meta on that day? The reward might be in a 1-per-day chest.
  17. The best solution for this fishing thing would be to add special lures that increase the chance of specific fish...
  18. Can confirm most of this. I was hunting for the Wallow event for a while now with no success. I'm still unable to do any of the hidden chests under rocks with any character I try. All the visual effects are there, but the chest doesn't show up. EDIT: Fixed Valdhertz Crypts is weirdly inconsistent. When I was doing this, I got the achievement for doing all the rooms in one go, but the separate achievement for doing all rooms in multiple goes was at 6/7... I don't think that's how math works. I'm speculating here of course, but I think i has something to do with event participation. I noticed that the room with the women and dredge often does not spawn an event on the UI, even though everything seems to work fine mechanics wise. Another event that's easy to miss credit for is the very last one with Grenths Heart. The transition from the miniboss fight before this is instant, and players are likely to expect something to happen AFTER the dialog like in the previous rooms. The heart also has incredibly low HP and a weird hitbox that often causes melee attacks to not register at all. I would really like it if someone could rework that last event slightly: make it spawn a bit later, give it more health, better hitbox, maybe a new attack or two. It's very anticlimactic... As for the archer event, it actually works much better now then it did before the March 29th patch, but it's not bug free. If you wait around it often spawns, but not always. No idea why just from observing the game from a player perspective. I noticed that sometimes the proximity dialog for Saya teaching her students and the dialog between Tateo and his mother triggers at once and that might be an indicator of a bugged map instance. The archery event itself might need some polish though. Saya says to take bows out of a barrel, but the barrel has arrows and bows are just on the ground. Bows from the ground give you 10 arrows, but bows from Saya give you 0. Interacting with the barrel is sometimes weird cause interacting with Saya takes priority. If you arrive at the event late you can see the bows, but there are no arrows on the ground anywhere and you cannot interact with the barrel so you can't participate in the event.
  19. Spectre nerfs? Hmm... Well balancing is a long term thing, so, whatever.... HOWEVER I'm disappointed I see no specific mention of fixing Spectre interactions with Action Camera. The experience during the last beta was miserable with constant "You don't have a target" errors when I clearly had a target. I hope this got fixed and just was not in the changelog.
  20. Fixes are always nice. I hope that the dye panel will get a bigger favourites list too. And I'm sorry for mentioning this, but I'd also really like to see the Legendary backpacks and gliders be updated to be dyeable sometime too. I know this is beyond the scope of this specific project, but it reminded me of that...
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