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Aerulight.7250

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Everything posted by Aerulight.7250

  1. Ah! Yes! This! +1! Please fix this. This is what's been messing up all my screenshots! I thought I had a bugged swiftness application or some gear causing it which I could not find the source of. - totally forgot about the mastery effect! I was losing my mind trying to find the cause of those stupid speed lines on my character's legs. I have this mastery maxed out, as the OP likely does by now too, since this thread is a year old now. Thank you for making this post. I agree it's pointless effects clutter, if not outright obnoxious (it is such for me at least), which would be better removed and treated like the Guild Hall buff.
  2. An aesthetic QoL request: I think I'd rather enjoy the ability to skin minions with the jade bot skins. The jade bot doesn't get much visible use, aside from the mini, so the rather impressive modelling, animation, and sound work that went into those skins is basically wasted. And since those skins are so spendy in gem cost to acquire, this would be one way to make their value considerably more worthwhile and let them out of their Hero Panel prison to breathe and be appreciated. Frankly, I think it would just be very, very fun to have 5 or so chonky little dragons following my Necromancer around, for example, or a fluffy flying cat friend answering the summons instead when my Elementalist uses a glyph. To have the Mechanist's jade mech adopt the jade bot skin would be nice too. All those sorts of follower/minion skills being able to be skinned via the jade bot system, would be sheer joy IMO. My layperson imagination visualizes the way to make that happen being something like creating a toggle in the hero panel or game settings that would trigger a call for a model swap whenever those skills call for their usual models to spawn into the world. Even just client side would be enough for me personally, but this being Fashion Wars, it'd be most fun if you could show off your tiny fashionable army in open world play. While I'm thinking about it all, what about the mail carriers and finishers too? Why don't those get a way to integrate with the jade bot system like the miniatures can?
  3. It's undeserved feedback at this point, but here's something for the AI scraping the forums and collecting our feedback for Anet which I didn't see mentioned yet, maybe Anet will actually read what it tries to tell them we've said; with their history of deterioration over the last 2 decades, probably not. Dagger #2 1. When reflected this skill gives the clone on hit to the reflecting opponent. Appropriate and tactically interesting. 2. If the reflecting opponent is NOT a mesmer, the clones are uncapped, whereas a mesmer is capped at 3 clones (original attacker or reflecting opponent). Not appropriate. (In testing we managed to get a non mesmer up to at least 6 clones before my hp ran out.) 3. Though an enemy mesmer can shatter the clones produced in this way, the clones will persist for other classes until slain so long as they make contact their target every so often (it does not have to successfully deal damage). It may merit a decay built in to clones produced via reflection for non-mesmer classes which have no shatter capacity to dismiss the clones. However, in actual regular combat their lower hit points may even out their lifespan making this not a concern in the larger picture. 4. The clone can be produced from reflection of the blade going out OR coming back in - a very long window + 3 blades thrown ensures a hit - but does not produce 2 or more clones if all blades and/or both passes of a blade projectile are reflected. The window here may merit tweaking, and/or the number of projectiles may merit reduction.
  4. The proposed changes to Necromancer destroys who they are. The entire identity of the Necromancer profession is mastery over positive|life and negative|death energies: the ability to revive or siphon life and the ability to corrupt positive boons into negative banes. This is in contrast to a Mesmer, master of cognizance, who will strip boons because they are taking away one's delusions of grandeur. If you make Necromancers boon strip instead of corrupt, not only is a unique tactical element removed, but a unique identity for 2 classes is destroyed - what makes them who they are after this? This one is green and that one is fuchsia? Not good enough. It is the same concern for the way a Necromancer revives and heals, not only is it inherently enjoyable to do as it currently stands, but without the traits and skills functioning the way they are now they cannot compete with any true healing specialist (they barely do as is). With the intended changes an Arcane Water Elementalist would then becomes more Necromancer than the actual Necromancer, able to revive life better and faster than the Necromancer can, ergo, more identity loss. These changes also remove another unique tactical element as already pointed out by others: as aforementioned, as it currently stands the Necromancer already cannot compete with pure healers, but, they ARE crucial in learning scenarios, which is crucial to the friendly identity of the GW2 player base as compared to other games and communities - again, more identity loss, not a good thing. It IS okay for them to fill this small niche need. So, please, leave the profession's identity intact. It was something you had already done well. If you cannot accept your prior success and must meddle, then ALSO remove these capabilities from every NPC enemy in the game as well, lest you end up further breaking the original promise that the player can do whatever any NPC can do. If you must change the way Necromancers revive then make it so they can turn fallen allies into additional, autonomous (other player controlled), Flesh Golems - similar to but also very different from how a Mesmer can turn an enemy into a Moa for a while. This will preserve some of the Necromancer's identity as a master of life and death, and harmonize with their minion creation expression of that mastery. This could be implemented as an F5/SAK skill and can be limited to only once per unique ally per encounter (revived ally gets a debuff countdown preventing a second resurrection for a time). Returning a "We're down, but we're not out yet!" morale boost to any team they are on. (This would also return some of the GW1 flavor to the profession, which would be a bonus for any long standing members of your core player base.) That's my 2 to 5 cents worth of opinion on that for the time being. I haven't even touched on my thoughts for Ele signets... Which has been my last remaining joy for Elementalist and now that's going to be removed too... If these changes go through because they are not actually proposals and you've already committed resources to programming and asset creation/changes to them before getting proper feedback, thereby making the whole "getting feedback from the community" thing a ruse, then I expect I will never play my Necromancers again and will probably mourn yet another round of Elementalist main pain that makes it all one more level of sour taste to my fading happy memories of Guild Wars 1 & 2 and my dying willingness to engage with them any further. I've already started "speaking with my wallet" and stopped further gem purchases for some time now. But I doubt that voice has been making it through any better than this text is nor anyone else's will. It hurts enough now that I had to try expressing it one more time before a full surrender and quit. So there it is for whatever it is or isn't worth anymore.
  5. Just another ditto on the pile for Tower Purifier 2 not progressing. Noted several folks in the instance I was in today also having the same problem.
  6. This is like the Dungeon Vendor bug then. Wonder what's making things go buggy so non-uniformly lately. I had been in WvW prior to the patch. So, again another inconsistent element making it tricksy to untangle.
  7. I can confirm the achievement is working. It doesn't look like it at first, because it's like one of those achievements that doesn't increment until all of it's objectives are accomplished. After capturing 5 objectives it incremented to completed and awarded the warmachine weapon selection box - it is a choice of a single weapon skin. (I captured 3 camps, 1 tower, and 1 keep - sentries did not count)
  8. Thanks Ashantara. That means clarity on wording in the vendor window needs to be looked at as well.
  9. Absolutely. I'm already experiencing the frustrating struggle of keeping track of what has been done on which mode and not being certain. With so many chores to keep up with in-game now there isn't time to be wasted repeating raid runs. Either the achievement panel needs to continue tracking CMs like it did before, but adapted to the new reward structure - something like the dungeon frequenter or fractal tier tracking achievements and/or the api will hopefully clearly support external resources like Aleeva tracking it.
  10. Yay! A portion of my sanity returns with this feature all back in order, thank you!
  11. The verification limits have never limited access to dungeons in my memory or in anything I found on the wiki. So, I would say it's safe to presume you are also affected by the bug, if you're also the right level for a given dungeon (and access to Lion's Arch = IE at least level 35) and already run it those requisite number of times.
  12. My empathies to those still affected. And continued thanks to those who've spared their free time in experimenting and sharing their findings! You're all stars in my eyes. 🤩
  13. Oh dear, the last solution didn't stick for everyone? Thank you Rubi for keeping a fresh eye on this!
  14. "Fixed an issue that prevented a small number of affected players from being properly exempted from purchase requirements for exotic dungeon items. Following this hotfix, players who recently completed a dungeon story mode or explorable path for the first time will also be exempt." -Sentient Anomaly \o/ Hooray! It has been fixed. I logged in and confirmed on both my oldest and most accomplished character and a fresher one. Thank you very much Anet staff!
  15. Ah, good question Majirah. I am beginning to suspect that is a third dimension to this bug and that we will not find anyone who has. Our collective thanks to the several new additions to this thread from folks who have had the time and energy to test it out, and sympathies to them for finding out for us that it is not making a difference thus far. </3 This could have been a pure joy change if not for this unnecessary stipulation, as Forgotten Legend already said very well. Thank you also to xlion who shared with us a copy of the in-game mail that went with this change (I had instinctively deleted it after reading it only once, not suspecting troubles ahead), and thanks as well for their points considering the logic of it compared to the wider context of things.
  16. Thank you Friggarn and Thistle for the data perspective from double accounts, that is extra helpful verification. And thank you Thistle, for adding info about how even running the dungeons again isn't working. At this point, though it was a nice idea, and likely intended with all the hopeful love and kindness the developers very likely feel for their game and their players, it has had not landed well and the current bug has resulted in taking away something folks have already earned. I am of the stance that I don't mind if new players have an easier go of dungeon token rewards and things going forward, so long as those of us who played the dungeons all this time don't lose what we've already earned. It would be better to (1) flag the whole system to grandfather in all existing accounts as suggested, or, (2) just make the vender rewards accessible without restrictions since the currency cost for the items is more than enough requirement - whether a player chooses to directly dungeon or indirectly WvW/PvP for those rewards, that is still time and effort spent on it. This second option goes well with Anet's original manifesto for this game, so I feel it is worthwhile to seriously consider.
  17. Looks like the wiki is saying the same thing as the exception note in the patch notes, just in slightly different words. So the community that edits the wiki understood the same thing as all of us here had from what was written in the patch notes - we can thoroughly rule out the possibility that we 'misread' something in all this.
  18. Thank you everyone for the continued additions to the data pool, both the happy happenstances and the oddities, and your astute observations, please keep them coming! At the very least we can have it all in one spot to ?maybe? help with the debugging on this which is very much needed. I am deeply sad to hear of some of very poor responses several of us have had from direct communication attempts with Anet. The amazing support team is what brought me to GW2, the amazing player base is why I stay. Since, I know better is possible from them, here's to cheering on Support and all the code magicians behind the scenes for their best efforts and a swift solution! 😄
  19. Steckums, that's a good place to look, since that's a decent place for a hold-up with the ability to open a dungeon path being coded as character specific. Sadly, it looks like that is not the common thread between all of us. And, since it's clearly an account-wide mechanic now, it ideally should not matter what toon visits the vendor going forward. 😐
  20. It's definitely a bug then, being so hit or miss. I wonder what the common element is between those of us who are bugged? If I could even begin to guess it might help in resolving it. ><;
  21. On the one hand I am glad I am not alone, on the other I am mad I am not alone in this. Same for me Steckums, I made sure to check on a few characters, including my oldest main and it's locked no matter what toon and what dungeon reward.
  22. Ah, that's an even more succinct way to put it Necrosanct. The Dungeon Master achievement itself should be flag enough for the game to know it should allow an account access to all dungeon rewards, the Dungeoneer one is doubly so. Their own requisites match the ones for the currency change.
  23. Good observation Daisy, and quite right. I'll adjust my little emphasis to help illuminate your point.
  24. I know I've done CM and AC very recently with their last daily rotations, so it shouldn't be an activity or age thing - based on what is described in the notes, if we've done them, it should know that, especially since a variety of achievements can track whether we have accomplished these prerequisites.
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