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marmaladebacon.2064

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Everything posted by marmaladebacon.2064

  1. Found this was caused by the perfected envoy coat, changing the skin changes the shield gap.
  2. Seems like charrs are holding their shields with the power of their mind: https://ibb.co/9wShPMY I don't notice this issue with other races like sylvari, only with charr.
  3. @Rubi Bayer.8493 not sure if you've seen these instances
  4. fwiw speaking to the npc and exhausting the dialogue after the initial cutscene seems to help. edit: sorry repost.
  5. fwiw only seemed to work after initiating dialogue with npc after the cutscene
  6. slow quest progression not working, logged out in a different zone and relogged didn't work. bug is still here:
  7. I enjoy the mesmer(Chrono, Mirage, not so much Virt) playstyle but I was wondering if there was a recommended support healer build for mesmer for endgame pve eg raids, t4 fractals and strikes? Looking around snowcrows and metabattle i can't find any. Since i mostly play pug i don't think groups would understand if it's off-meta. Also i'm not able to find a build that utilizes the Inspiration traitline effectively, is it just not viable at all?
  8. can confirm, recently made a new sylvari engineer. Able to use medkit toolbelt skill whilst have the mech out and using the f1 skill. On the charr engineer i have had for much longer i am unable to reproduce this issue.
  9. Can confirm, if i'm running illusions + x traitline you're not unsheathing your weapon when a blade is stocked. If i'm running anything other than illusions the character draws the weapon when stocking a blade out of combat.
  10. Windows 10 Pro 64-bit (10.0, Build 19045) Intel(R) Core(TM) i7-9700K CPU NVIDIA GeForce RTX 2070 32gb RAM Crashing at the end of pvp matches as well. Didn't happen last year.
  11. To add on to this list, PLEASE GIVE US THE OPTION to toggle off PERSISTENT spec effects. Some of the more annoying ones that come to mind, in my opinion: * Herald's weird circle ui underneath the character which sometimes persist even after switching out of herald spec. imo this is a unnecessary and noisy addition which does not display properly on uneven ground, which is much of the game in addition to the bug mentioned above * Virtuoso mind daggers (yes mentioned but it's infuriating when it takes you out of the non-combat pose) * Scrapper's orange floating bot being there all the time, it's distracting * Soulbeast green effect (i've seen that being mentioned but while i personally don't mind it i can see how it can be annoying for others playing the glamour game) Again, i'm just asking for a toggle, even if it's just something that controls the visuals on the client side (but others can still see it on your character). For reference, something like the summoner's pets size toggle in FFXIV.
  12. Back on the premise, teapot just released a new video explaining the problem much better than i could, tldr: support boon providers that need to use all their utility slots to provide max boon uptime and by mashing those utilities as they go off cooldown feels terrible because you don't get to use those same utilities to actually react to fights. And it feels doubly terrible because we do have a profession(mechanist) that is able to provide full alacrity using profession mechanics and traits and not utility skills, freeing them to choose utilities depending on the encounter.
  13. Hear me out here, I actually tend towards the opinion quickness and alacrity should never have been added to the game in the first place, since these buffs provide an oversized benefit to player power. You hardly have anyone creating a build centered around 100% regen for example, or 100% protection, but you get quick or alac builds. If they had been judicious with how quick and alac has been (also possibly having lowered effectiveness in the first place) and applied with your 2 methods, we might not be having this discussion. The original post is how the meta for certain quickness and alac providers are centered around spamming certain abilities and discouraging actual decision making especially if said ability also has other useful properties such as a group stun break or defiance bar breaking. This isn't interesting gameplay at all. The problem is not just software related, this is where I would disagree with you. Reworking to have quickness and alacrity providers be as you described would include rebalancing many things to take into account the diminished quickness and alacrity provided in PvP, PvE mob health, and potentially affect other properties of the 'rebalanced' skill such as it's other effects. There's probably a lot of work that goes into testing, rebalancing and testing again that we won't ever see. Player expectations on player power has been set, and there has to be much better communication and "preparing the ground" so that players are not just blindsided by the changes. If they want to do what you mentioned rightly and back out much of the changes. Again this requires time and discussion to align on how players should be informed and I don't think this is a simple process, especially if this can affect player retention. My point with this post is to provide a passable solution that can achieve a quality of life improvement without upsetting the entirety of the current balance and in a relatively easy implementation, which i could be wrong as I do not have access to their workflows or code. I may not have foreseen all ends and hence I welcome the discussion. Maybe we will have reduced alacrity and quickness providers as part of the goals in our upcoming dev manifesto in November, but I am unsure based on the current trajectory of patch balance.
  14. Not sure if anyone's mentioned this before, but here's an idea to reduce spam Premise: Spamming abilities to achieve a usable amount of preferred boons such as alacrity or quickness is overly repetitive and deprives the player of the opportunity to use certain abilities in a useful manner such as a stun break, defiance bar destruction, projectile block etc. For example with quickness herald the current rotation to upkeep quickness is to consume facets as soon as they are activated in order to maintain 100% quickness uptime. For heal FB it is to spam mantra of potence off cd and their heal skill. (in fact for the FB trait it already has an internal cooldown for quickness generation!) For elementalists the need to continually overload as soon as it is off cooldown as tempest to upkeep alacrity can potentially lock them out overloads when they are most useful. Proposal: Reduce unnecessary spam by increasing base boon duration for the alac/quickness trait, and introducing an internal cooldown. Just as an example with draconic echo, instead of producing 2 seconds of quickness, we could have a base 8 seconds of quickness with a 12 second internal cooldown, so players would still have to spec into concentration to achieve the desired 100% uptime, but it makes spamming abilities off cooldown unnecessary for generating quickness. Benefits: Less spamming of abilities just for the desired boon Better readability of total boon uptime and appreciable difference when investing into concentration. Reading a 0.2 or 0.5 seconds increase in quickness uptime in the trait tooltip feels terrible after investing in an additional an extra 200 concentration for example Encourage more players into the support role, without requiring a high spam floor. Disadvantages: Internal cooldowns have always been annoying to manage since they are often not actively shown, or are shown as a tiny buff icon when available and missing when it is not.
  15. Odd texture split in charr mouth, visible in both dx9 and dx11 https://imgur.com/a/Gt6W7B9 What it should look like https://imgur.com/a/qJ5P6sz
  16. Been soloing most of my time in gw2 and trying to make my way through the story content (haven't played much past PoF). Would love to join an active guild and meet new people!
  17. Hi, new player to gw2 here, really enjoy the Charr animations, only this is sticking out for me so far. With the hammer/staff drawn on the revenant, (possibly affecting all professions whose race is Charr) there is an odd frame with a fully extended right leg on the charr while running. Slowing the playback down to 0.5 shows the right leg momentarily fully extended before snapping back into the rest of the running animation. Comparing the above to the 1h weapon like a sword, the running animation is perfectly smooth, would it be possible to use those frames (i'm not an animator, no idea what this entails in the engine but just asking) instead? Thanks!
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