Jump to content
  • Sign Up

Wiggely.7320

Members
  • Posts

    21
  • Joined

  • Last visited

Recent Profile Visitors

The recent visitors block is disabled and is not being shown to other users.

Wiggely.7320's Achievements

  1. I did, and guess what: I just got thrown out after the Ankha fight! By now I have done all the suggestions here, only to see the problem return. Sometimes i get through, and sometimes I suddenly don't anymore. How people like you can seriously maintain this isn't a game issue, is beyond me. A fresh install, on a new computer, and even than, after your suggestion I deleted the cache and .dat again... only to get dc'ed again after the long Ankha fight! Do you really think I feel like doing that one again right now? I still have to redo the Eye of Zaithan for the same reason. Another one I don't want to return to. And the one in the spirit zone where you need to return to the living, let's not forget that one. This is game breaking, it really is. We are talking about the longest, hardest parts of all storylines, across all expansions... all stuck because of bloody dc's. And not a single solution seems to continue working for the whole time.
  2. Odd, since there has never been a previous copy of the game on this computer... ever. It was a fresh install, on a fresh computer... and it still happened. A lot, and than I fixed it, and than it happened again. This thread is filled with solutions that sometimes help, but not always. The only consistant factor is where these disconnects happen: in the story, at cutscenes after major fights.
  3. Just had this again on 'Can't trust a pirate' in Cantha. First: all these 'fixes' should not be needed, it's clearly too common and too varied in what fixies it, to be something on our side. Second: most disconnects are after a big fight, not DURING that fight. Are you really telling me a simple dialogue is suddenly demanding so much my system or set up can't handle it? But the fight itself it can? Or WvW it can? Or meta's? Third: there are plenty of dialogues etc in game where everything is fine, so how come all the things on my side pose no issues than? Only after a long and winded fight, or at the end of some other terribly long chapter. Fourth: it's not even the same across my own characters! My main got into Cantha, next day my alt couldn't finish the initial story and suddenly he can't even enter the continent. Sixth: I had this on previous stories, did several of the fixes, and got to finish on some of the dc points indeed. And than suddenly, without changing anything at all in this 'fixed' set up, it dc's again at another story...? So whatever fix worked, seems not to be permanent at all. Am I supposed to delete files, fresh install, adjust settings, and all of that each time I want to do any chapter of any story?
  4. are we sure celestial gear is the cause, and not the effect? This game is overflowing with boons, condi's stacking, effects that are stronger than the older effects of the same kind, and even newer ones on top. Heals, passive heals, regens, ticking heals. Passive condi's applied on everything, boons granted for free on even more. Celestial is the one gear set that actually thrives on this bloat of effects. It's the set that can make most of that work together. It used to be the jack of all trades but can't kill anyone on it's own... kind of gear. I started playing at Vanilla, or however you call that here, and came back only recently. There's a LOT more going on now, we all have so many effects it's crazy. Personally I like being the jack of all trades, but the game is giving everything to everyone now, it seems. Except for dedicated roles in group content, every build seems to have nearly everything. So celestial becomes better and better...
  5. Not going to argue about cele being overpowered or not in small fights. Simply because if I lose them it's because of lack of skill compared to the ones I'm fighting, no matter my gear. But I will add this: I try to play support in wvw, but I only join open tag commanders etc. Most of the time I'm actually running around scouting, or helping small roamer bands if they seem to be in need of a hand. Now a full support build gets nothing done small scale, or solo. Med kit kills the other by boredom, at best. Elixir gun works nice with stat spread, but let's be real: it's not a 'killing' kit, now is it... A real roaming build isn't supporting any group, it's about self sustain and burst mostly. I try to build 'mostly' support, while sacrificing a few things to keep some damage traits as well. My answer to all of this: celestial gear! It allows me to run around in wvw in a more supportive build, but still get things done on my own at least. I'm losing to real roamers if they come for me, but as mentioned: maybe I would win if I get better, that I can't judge. edited this in: I could accept cele gear getting a little less of everything. It does seem very abundant in its stats.
  6. On the racial skills: just make them 'fun' without letting them compete for damage a lot. For example that asura golem: give it the ability of a normal elite skill, or a choice, but in a golem suit this time... stuff like that. Give them a seperate skill bar like mounts perhaps, but make them all special and fun to play around with. Without impacting actual performance. Would solve a lot.
  7. Personally I think it's all overtuned... For every ranged damage there is projectile hate, blocking or even reflecting. For every condition there is an insane ammount of cleansing (I play support scrapper, so yes...) For every hard cc there is stability, for every soft cc there is superspeed (I play support scra... you get it) etc There is so much in terms of boons, and cleansing, and projectile hate and whatnot, that in the end we are back to a bunch of cavemen hitting each other with a big stick in melee in wvw zergs ๐Ÿ™‚ Builds that bring the most of this are meta, and all other builds are crap in 3 subcategories. Personally I want diversity back, having more personal builds work in bigger fights, wich can only be done if you can look after yourself a bit. Dedicated supports are able to carry a bit too many I would say, at least the good ones (I play a noob support scrapper myself, so ymmv) As for the mechanics: smaller groups vs bigger groups need game mechanics to work in their favor. Scaling based on treshholds of numbers of players present in a fight, enemies and friendly seperate. Currently wvw involves decision making on the spot of the commander leading, that still stands, but all the others had all the decision making done by the required meta builds... and that commander knows they need the bigger numbers first, all other factors only after that.
  8. it's made in Cantha, and it can't swim... On topic: I would like better visibility on it, but I mostly want a leash! The rubber band it's currently attached too is waaaaay too stretchy. The thing goes all over the place, front and behind. For me that's the main reason I lose track on it actually, this is why I want it to be more visable: because it's always somewhere it shouldn't be.
  9. the least they should do is remove the vitality penalty. 5% seems low, 15% appeared to be a lot, it was mentioned in every non-support scrapper build as the reason you wouldn't die (and could skip other defenses). But no: the vitality reduction is no longer justified I think.
  10. not arguing that you're wrong, because most likely you're right. But I would say that while I agree you can't balance around every random bunch of traits thrown on youtube and called 'a build', I still think the more specific a 'spec' is, the more it should be all round 'decent enough'. We're discussing the latest elite spec here, that could have been balanced better for things like wvw, these game modes aren't exactly novelties. Taking WvW big fights as an example: it wouldn't be gamebreaking at all to make it 'decent'. Simply let the mech stay closer if not sent away on purpose, and give it some better resistance to player aoe once it exceeds 5 enemy players or something. A resistance buff the engineer of course should not get, other than what we already have. Player aoe so no difference for pve encounters, and only from a certain number up, so it doesn't effect pvp or smaller skirmishes. Just a random example, but it doesn't always have to be about changing traits or dps, to balance something.
  11. actually it does have to be good/viable in every aspect. What it does not have to be is: 'the best' 'meta' or 'dominant'. But every spec should be viable or good enough in every aspect of the game yes, that I truly stand by.
  12. As the title says... Do you put the mech on 'avoid combat' and let it just spam barrier (if traited) every 3 seconds? And than use it's abilities that aoe but not go for a target? Seems a huge loss in both dps and utility there. Do you constantly recall it and than use it's abilities? Mine goes all over the place, all the time. It's chasing new targets when the initial player got downed, it's rubber banding with an incredible stretch, it's very slow in responding to the abilities I actually press... Basically it's either not at the right place when I need it, or it's dead.Because that too: it dies in about 2 pushes. Most of this is going to be 'me' and not the mech, so I am asking: what do you others do with it in any fight that gets a bit bigger (organised or not). Is it even viable in such fights, or is it 'scrapper only'?
  13. when you take the middle traits, as support, it even delays your stunbreaker Crisis Zone! It's annoying on any ability, but a delay on a stunbreaker is even less acceptable. You need it immediately. In general I really don't like the way the mech always has to finish whatever he prefers doing, and it gets utterly agrevating when it actually puts the ability you want on cooldown.
  14. I only have an engineer, have little experience, and don't do anything 'serious'. So take my feedback on Mechanist with enough grains of salt to make the sea taste sweet... First of: I play a defensive, more supportive build with the mech. For scouting it's ok, but very very visable. Even more than a name tag i think :)ยต I say scouting, and not roaming, because roaming sort of implies one shotting stuff or staff you come across. I report inc's etc. With my mech i can actually fight camp guards etc, even in a 'healer' build. In small fights I can make a difference for all those glass canon roamers I'm trying to help. But once I decide to join an open tag and actually make full use of my support build in a bigger group, my golem just melts away by the second push. And what's worse: if it doesn't die: it goes wandering of, buffing people following another commander, on another map, or something... but not me or the ones around me. Only way to keep it near me is 'avoid combat' and spam 'return to me'. this way my pet doesn't die, but my teammates do. Mind you: this is very often a justified trade of but I don't think that's what is supposed to happen if I play 'support' ๐Ÿ™‚
ร—
ร—
  • Create New...