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Gadzooks.4687

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Everything posted by Gadzooks.4687

  1. been having this issue for months now. Log in for a few minutes, then click "exit to desktop" and get a fatal error.
  2. Dont like the change to reflect. I ultimately reflected more things by it being part of the auto chain than having it on demand. This is largely due to so many things attacking with range when I fight. I feel it really upped the survivability of my thief when I solo things... not so much anymore though.
  3. Just a tip If you have steam running in the background, close it if you can. I found that steam running seems to add an odd lagginess to the game
  4. Appreciate the info. After your first post I began trying out DE and it is pretty decent. As you pointed out, it struggles a bit with AoE though. Might just be because I havent figured out the best way to handle groups larger than 2-3 though. Not quite sure how "Mark -> Rifle 2 (x3) -> Stealth -> Rifle 1 -> Repeat." lets you handle a group of a dozen mobs at once though. What Ive been doing in the meantime, is taking Staff as my 2nd weapon, and using that for burning down AoE groups.
  5. I tried scrapper, and while im always getting barrier, its always such a small amount it doesnt really prevent me from taking health damage. It just slightly lessens it.
  6. So here is the deal. Ive tried the various meta builds out there, and despite them all being able to do great golem damage, the one thing they all seem to lack is the ability to provide survivability. Most notably in situations where there are quite a few enemies around, with plenty of AoE damage going off. Sure, I can dodge/evade a good chunk of it, but I frequently find myself getting downed because my heal is on cooldown and there just doesnt seem to be a good way to mitigate incoming damage in these situations. (many instanced story missions are even worse, with everything just swarming me). No, i dont have much ascended gear at the moment, that would require me to be able to farm effectively (not going down). Is this just the fate of this profession? Is it primarily for PvP or group situations where heals and barriers are provided by others? Has anyone developed a good build or strategy for when they arent in a group but wanting to take part in open world content, especially in the newer expansions that seem to be swarming with enemies?
  7. What is the 3rd specialization beyond Deadeye and Critical Strikes?
  8. So I know many heal skills have a healing coefficient that controls how much healing power actually affects those heals. So if Healing Skill "A" had a coefficient of 0.1%, and you had 100 healing power, the heal would only benefit from 10 of it. But then you have traits like "Invigorating Precision" that dont seem to have a coefficient value. Says its just a percent of your crit damage done. Does this not gain any bonuses from healing power? (being that its healing you)
  9. Doesnt have to be from attacking per say... For example, i noticed ranger has a trait that heals when they gain protection.
  10. Been playing Daredevil so long, and have gotten so used to healing just from attacking (the signet and the trait that heals on crit), that the other couple of characters I have suddenly felt quite squishy and awkward to play, having to frequently use the healing key. So my question is, what other classes/specs have the ability to heal themselves in a passive but reliable manner?
  11. apparently, 70% of the voters already did the grind, and dont want other people to have it any easier.
  12. Seeing the same thing 775 damage without "Crack Shot" (and Vengeful return selected instead) 516 WITH "crack shot". Hope its just a tooltip bug
  13. See, thats a trend I see on these forums with new players having issues. Of course you dont have issues.. .you have been playing for many years. You started when the game was a smaller beast, and had years to adapt, learn and grow into it as it changed and grew. Most of these requests and suggestions arent for the 10 year vets of the game. They are for the newer players. People with 10 years (or even 5 years) probably arent going to have these issues, because they have take the time to work around it until they learned what was going on. They learned on their own, because they game didnt teach them. Games SHOULD do the teaching. Thats the thing, im not talking about the 250 stack of dust. Im talking more about those random items and small stacks you end up with in your bags after playing for a couple hours. For a new player, it is NOT clear if these are important or not. Other games teach them that if its not important, it wont be left in their bag.
  14. I think I get what the OP is getting at. The game already offers a system where you can look up to see progress on almost everything, down to the very small elements. Thats not the issue. The issue is linking those things together, with a better UI for the entire project as a whole. Anet knows what many of the core accomplishments of the game are, and could simply put together a better UI for each of them which would show all the achievements, collections, etc needed for each specific one, rather than you having to drill down and track each one separately on your own (after, of course, researching to find out which ones you need to track, which can be a pain).
  15. Absolutely. Every mmo out there could improve on this aspect. GW2 Just seems to take the winning "Trophy" (see what I did there? lol... sorry) with it because of the sheer amount of items and currency it has in comparison. Thanks for the /wiki command... that is more helpful for sure. Not sure why they couldnt just integrate it even further into the game and do that without players needing to know that command. Its like, why am I only finding out about this now? Im a more experienced player than many new players, how are they ever supposed to find out? Its like Anet goes half way, and then stops.
  16. I posted this because I JUST did this very thing with my Son. Took about an hour. I full expect to have to do it again in the near future as well.
  17. Someone else said it better earlier in the thread. The problem is that the additional purchases come in-between existing content that most people have already purchased. For a new player who buys the bundle of HoT/PoF/EoD... they are going to expect to be able to play through the linear storyline without interruption. But nope, after each expansion, they will need to either cough up money or time in order to make the story experience feel complete and not completely disjointed and even confusing. Thats a horrible way to tell a story... and plenty of people probably all out just skip the Living Story chapters, only getting to experience half of the story Anet is telling (probably with a lesser opinion of that story, and the game as a whole) Imagine paying to go see a movie, and half way through, the movie stops and says, "The movie will now jump 30 minutes ahead and continue with the story at that point. If you want to know what happened during that 30 minutes being skipped, pay extra money now."
  18. Its funny how this topic's response has evolved over the years. It used to be followed up with things like: - its only 1 (or 2) seasons, its not that hard to earn the gold to unlock them - you dont have to buy them, just play them with someone else who has them unlocked already Now... 4 (technically 5) seasons in, neither of those 2 things are true. Its quite costly to buy all the seasons (both from a gold or a $$$ perspective). Especially if you are someone who bought PoF 8 months ago, and EoD recently. Most new players are going to want to play continuously through the games storyline. Not play through part, farm for a month to earn gold to buy the next part, play through that, farm for another month to pay for the next part, etc. Its a huge turn off for the game as a whole for many new players. Ive brought over multiple friends as well as my Son, and every one of them had this complaint about the game. Most of them left after beating PoF because they just wanted to keep playing the story (and were even willing to get EoD afterwards), but not if it required them to do a ton of grinding just to unlock them. Its not about how much total you have to pay. Its about the difference between long term players who have spent a lot over a larger time period (easier to deal with), and those newer players who are being met with all these charges in a much shorter amount of time. Its the one part of GW2 that has been a stain on its rep since early days, and its only gotten darker and nastier looking as more chapters have been release and end up unplayable by newer players.
  19. The simple concept of putting BETTER, more clear details into tooltips for an item seems to be a foreign concept here. All too often do I come across a plethora of items in this game that I have no clue what they are for because of how vague and limited the tooltip descriptions are. Im not even talking about those more rare items that are used for some obscure, drawn out collection to unlock that gosh darn flower backpack either. There are just too many items labeled as "trophy" that do not narrow down if they are valuable (needing for something rare), or just something you can trash because they were left over from when you completed a Heart Event. Having an item state, "NPC named character wants this item" doesnt help either, because this game has thousands of NPCs and in 99% of cases, you are still going to the wiki to look up where that NPC is. There are a few exceptions where clicking the item zooms the map into where the npc is (assuming the npc wasnt moved in a DLC or LS update), but for the most part someone wouldnt have the foggiest as to where they are at. The numerous other items that end up in your bags such as books, documents, notes, etc also fall into this category of "what do I do with this?" As its often not clear at all if its something that you need to keep for some collection, quest, or anything else important. Players shouldnt be put in this position, especially new players. Its frustrating and when you have collected enough of these types of items (not intentionally) the game comes to a screeching halt as you spend the next 30 minutes trying to research if you can get rid of them or not. Anet, I get it... you want people to buy more bag/bank space. Thats fine. Let people EASILY know what items they should be keeping so they can say, "I need to upgrade my bank, I want to keep this". Stuff that isnt important should be very clear that it can be removed. It shouldnt share the same label (ie: trophy) as something that SHOULDNT be discarded. Im sure all of the people who have already looked up what all the items do are thinking, "I dont have any issues, im confused...." But thats the point, you shouldnt HAVE to look at a wiki to see what something is for. The game should make that clear on its own. And this doesnt even BEGIN to touch on the probably of "way too many currencies" this game has, and also not knowing what each is used for, where to spend it, or even how to earn it. All of these things are in dire need of a HUGE cleanup process. Time to stop making us do the cleanup. In the end, it will keep more players around which will be good for the game overall.
  20. Thanks for the info. Why the game cant simply tell you that.... Ill never know.
  21. So Im not seeing any sheet numbers change from having these 2 talents together. Vigorous Shouts DOES increase my healing power by a certain amount based on my Power like it states. However, when I take Armored Attack, which increases my power based on my toughness, I see my power go up more, but my healing power stays the same. There is nothing on the wiki or in game tooltips that leads me to believe that this is working as intended. By raising my power through any other ability or effect, shouldnt it also be increasing my healing power? (since Vigorous Shouts states " gain Healing Power based on a percentage of Power: 13%). Armored Attacks is raising my power by a good 150+, I should be seeing at least an additional 19 being added to my healing power. Im not even seeing it go up by 1.
  22. Playing through the game with my son. I own all the living story chapters. In the past, Ive been able to group with my son, start the LW story chapter, and he was able to play along with me.... Up until after HoT where some of the LW zones wouldnt let him go there, even if he used teleport to friend while actively on the story chapter with me. Does anyone know if LWS4 and Icebrood allow for people who dont own them to play along with people who do? Or will my son be unable to even go to the new zones despite being in my group as I start the story chapter?
  23. This has been an issue for me for some time now (yes, before steams release of the game). As long as Steam is running in the background, the mouse look in the game suffers from a strange amount of extra weight or delay as I look around. As soon as I completely close steam, the mouse look is back to being quick and responsive.
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