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Piogre.2164

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  1. Legendary Portal Device Includes all destinations of all portal scrolls, teleporters, and lounge passes, plus the White Mantle Portal Device ability just for kicks. ----- Also Leggie Aquabreather when anet
  2. That's the "Fake Queue" bug which has been going on the ages. This isn't that; people verified in team that it was an actual queue; no more than like 30 people were able to get into map.
  3. https://i.imgur.com/r6X7JzT.png For the past hour following reset, We've been [Outnumbered] in AR on EBG, while also carrying a 20+ map queue. We've had like 30 people in map total, and numbers capped. Meanwhile TC just took our keep with 80 as tracked by ARC, which shouldn't be possible with normal EBG caps. Something's bugged with the map pop caps right now, I think.
  4. It's not like "good positioning" wasn't already rewarded before -- GW2's combat is such that positioning and movement matter in most interactions. This goes double for mech positioning when filling an alac role, since your most important job requires the mech to be on the party. Before the mech genius range thing was ever announced, the most frequent thing I muttered into my screen was "get over here you stupid F****** robot" -- when playing alac and I needed the thing to get over TO MY GROUP so I could give them alacrity, and the thing's wandered off to narnia again, a nd the "return to me" button isn't working for one reason or another (sometimes it's standing in place doing the moonwalk, sometimes it's slingshotting from one side of the map to the other, sometimes it shows no indication of having heard me). The ability to control the mech's positioning was bad from the start given how important the mech's positioning already was. Then they announced that they'd be adding something to have us focus on positioning more. I naively hoped they would be making it easier to control the mech's position so I could do my job better. Something like ventari's tablet positioning. I was wrong. Instead they punish us *more than they already did* for the tools provided to us being bad for their intended purpose. And this iteration is worse. Give me a 360 unit leash or a "stand the f*** there and stay there" ground target or something to better control the big dumb robot and I'll gladly eat all the additional punish-poor-positioning mechanics they throw at me. I recognize anet wants me to interact with the spec's core mechanic more. Please give me the tools to do so.
  5. So are the rewards on EB different from BLs? Last night I got the same rewards for bronze defense of a t0 keep in a BL (Ascension Bay) as I did for gold defense of the same keep at t2 later (1x green "Bag of Gear", 1x "Heavy Supply Bag", 0 xp)
  6. I'm not sure the scaling is working for defense at all. Testing tonight I got the same rewards for bronze defense of a t0 keep (Ascension Bay) as I did for gold defense of the same keep at t2 later (1x green "Bag of Gear", 1x "Heavy Supply Bag", 0 xp) Maybe it's different on different objectives/BLs
  7. See my breakdown here Summary: At the end of hipshot's life, coefficients were .65 in PVE, .44 in WVW/PVP When Hipshot got changed to Rifle Burst, total PVE coefficient got buffed to 1. WvW/PVP just had the .44 split up into three pieces with no additional damage, still a total of .44 With this patch, PVE damage coefficients got compensated for the removal of the middle shot; WVW/PVP did not. I ran some numbers in the linked post to confirm; rifle burst is worse than hip shot was in WVW/PVP.
  8. It is literally worse than hip shot was in WVW, and I did digging and math to find out why. The recent patch notes say: This creates the impression that in PVP/WVW, the coefficients remain at .3 and .4 respectively. This is incorrect; the coefficients were never at that point in PVP/WVW. If we look at the history of rifle burst, we see the earliest note from June is: You'll note this also doesn't say what the previous coefficient for PVP/WVW was. For that, we have to go into the Hip Shot history, where we find in February 2020: So before the change, Hip Shot had .44 -- this was, as you said, split out across three shots with the change to rifle burst, didn't receive the buff to total damage in WVW/PVP it got in PVE, and then they removed one of the bullets to make it worse damage than hip shot was. ------------------------------------------------ This all may look a bit speculative, so I took some measurements comparing tooltip damage with stats from basic gear: Coefficients in PVE are .45 and .6, as expected. Coefficients in WVW are .16 and .22 -- a total of .38, worse than Hip Shot was at .44 -------------- TLDR: Remember how bad Hip Shot was in Competitive? Rifle Burst is now worse than that.
  9. I know the big subject of discussion here is the scrapper changes, but I'm curious about the Reactive Lenses change. The most useful part of that trait is the automatic stunbreak. Now that it's tied to your heal skill, is the stun break going away, or does it turn your heal skill *into* a stunbreak?
  10. Speaking as a player who mostly pops in in April to play SAB, then plays a lot less during the off-season: I very much love 2-2. I actually really liked the Gong run, though I understand why it was decided to make it optional. The aesthetic is excellent and the play is on-theme. This is better answered by players who have more of a finger on the pulse of the economy, but I enjoyed getting more rewards for SAB. Aside from World 3 (really one of two number-3's I've been waiting for in gaming for some time), it would be nice to have a couple small missing cosmetics filled in. I know water weapons aren't favored as much anymore, but it would be nice to see a super spear, super harpoon gun, and super trident at some point. There's also the Exo-suit mount skins, which I know aren't necessarily SAB-related, but match the aesthetic of the Super weapons, and would be nice to have versions of the beetle/warclaw/skyscale Having mount-race-style time-leaderboards for the worlds, separated by difficulty, would be pretty neat too.
  11. So, during the NPE they merged the fall-damage traits into other traits to make things simpler. Now they're too complicated because they have too many lines of text... I'm not much into the competitive aspect of anything; I like having these fall damage traits because, even with glider and mounts, I enjoy having options available to me for general map navigation, just for playing around in the world. I really, really like having these traits available. I'm very much against this change as stated, and the only acceptable rectification I could foresee is if it's immediately followed with something like attaching the fall damage reduction to a Central Tyria mastery (like the Pact Commander line).
  12. Since War Eternal dropped, it feels as though in the normal course of salvaging my drops (copper-fed for greens and below) I've gotten far more Charms and Symbols from the gear with upgrades than I did previously... in fact I think I've gotten more of them in the past few days than I did in the moths previous. Has anyone else noticed this? Did the drop rate of Charms and Symbols from salvaging gear-with-upgrades increase in the update? Haven't seen any other threads about this.
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