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Tiw.2756

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Everything posted by Tiw.2756

  1. Having the tag assists greatly in forming groups for Meta events in open world. I've been playing meta events for long enough to have my platter of cakes but don't play the TP game so don't easily have the funds to spend on a tag. I've got countless hours playing meta events and have helped lead plenty in map chat when there's already enough people but not any commander. I am not a new player, nor am I a new "leader" in game or outside of it. Since there is no mechanism in place to award this critical feature to those with actual experience in the game such as event or map currency it's not just a matter of keeping commander tags out of the hands of inexperienced players, it's just an outdated design that was bad to begin with.
  2. Haha. Dev yes, games dev no. Games development doesn't pay anywhere near enough considering what those folks have to deal with in addition to the normal problems of development. Possibly. I know I shouldn't be at this point, but I'm still surprised by the massive proliferation of armchair experts online. I'm not attempting to roast you here just stating the basics of software development since so many gamers get it so wrong. You playing the game gives you zero insight in to the actual workings of large scale software development and even if you did know the basics of you, you can't reliably state that any given intervention would have made a difference in squashing bugs if you don't even know what the current rate of bug squashes actually is.
  3. How do you know this? You recognize they probably did find and fix at least some bugs, oversights, and overtunes right? So they had some rate of fixes already. You know that finding a bug isn't the same as fixing it right? Developer time costs a lot and is in pretty short supply if you want them to be good. Fixing a bug as soon as you find it is almost never the most efficient way to handle things. Developers aren't just sitting around with nothing to do which means they can't just jump on to whatever latest issue is raised without disrupting what they were already working on. No, instead when a bug gets raised either internally or reported by customers it gets roughly investigated, logged in a bug tracking system, assigned a team, assigned a priority, and only if it's enough of a show stopper to critically break things will it be started on that day. During normal cadence, any non-critical bug will at earliest not be picked up until the next "sprint", or repeated 2 week session (assuming common Agile practices), so it normally sits a number of days at least before anyone looks at it again because once again, there's only so many devs and they're already working on something. Once the code has been changed then you get to go through testing, validation, building (packaging the code together into a releasable format), and distribution. Some of that is automated based on the company, but "automated" still doesn't mean it all happens in the flash of an eye. Your simple fix that you add to the codebase can end up clashing with another simple fix that someone else adds to the codebase on the same day and set one or both of you back some time. Considering how lengthy and expensive of a process it ultimately is, the fact that ANet has been pushing out patches pretty frequently since EoD launch makes me think they had a long list of bugs already logged in their system ready to go on release date. So they had bugs to work on, they were working on bugs, they have been pushing out fixes for bugs, how can you actually know they would have done so any faster if they had done things differently?
  4. Here's my condi open world so far: http://gw2skills.net/editor/?PiyAgq/lVwWZIMWmLWOXtxfA-zxIY1olfIiXA9TBA-e It's never at a shortage of blades so you can easily pop you daze or block as needed without eating in to your damage shatters much and you'll be constantly shattering. It's got decent sustain from the blood sigils and ether although sometimes I'm taking the virtuoso heal just for funsies. Elites are no problem on it and handling large groups of mobs so far hasn't been a problem. Took on one champion yesterday with ease although that champ seemed a bit undertuned. edit: forgot in link, I'm running rune of the mad king for +45% bleed duration. They stack up high
  5. Wanted to add a counterpoint to these prior posts in case you're still thinking about it. I find my mesmer to be the 2nd easiest of my champs to farm hard PVE stuff on. Once you get the flow of dodging, clones, and illusions you end up running serious dps while being in an invade frame 50% of the time, shadowstepping out of damage the other half of the time with a constant clone generation that you can manage to aid you significantly in both your dps and in tanking mobs (they're in i-frame half the time too!). Your clones/illusions aren't the main source of your damage but if you manage their actions correctly they definitely add a significant amount. It's a moderately high APM type of playstyle with a smooth flow that isn't prohibitively hard to get used to.
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