Jump to content
  • Sign Up

GroteDwerg.4752

Members
  • Posts

    18
  • Joined

  • Last visited

Recent Profile Visitors

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

GroteDwerg.4752's Achievements

  1. Same here. Can confirm. I have no icon when salvaging, sometimes I do.
  2. Just did DS. Got chest. Got end loot chest. But not the weekly. Please fix. šŸ” edit: attempt 2. Still nothing. šŸ„²
  3. Hello, I wanted to support this game so I pre-order the expansion. In hindsight, I regret this a lot. Because now I get "complete a kryptis bounty" daily in my vault. The thing is, I just started doing the EOD story two days ago? So in order to be able to keep up with dailies, I need to skip story, just rush into SOTO, do the maps get mastery point just to be able to complete my dailies? This is such an major oversight from the team in my opinion. I don't know how to word this diplomatic, so I just will write down how it feels to me. It really demotivates me to play the game. It's like a big middle finger to me from the company. "Thank you for your money and bye." I hope somebody looks into this.
  4. These are my personal QOL improvements I would implement if I was on Anet team. Highly subjective! 1. Switch mounts instantly. Current behavior: Jackal -> dismount -> on foot -> mount -> Skimmer (if you get hit during the on foot part, see second point). QOL: Jackal -> Skimmer. More fluent, feels fresher and modern. 2. Fix aggro. Fall damage doesn't count as aggro so players can still mount. If mob isn't attacked in x seconds and didn't attack player, lose aggro on player so they can mount. Prevent the need to "press F12 -> character select" in order to lose aggro. 3. The radial mount should be an in game feature. 4. Give players the option to ignore the "map is closing" pop-up. Add a checkbox in the options. I can only dream of these features šŸ˜
  5. 2 years later. Still a problem. Still no fix. I have been pestered by this message since I arrived in PoF. I get this message 5-10 times a day. It's really getting annoying. Sometimes I switch map, I get the bonus, and a new pop-up appears that the new map is also closing for another new new map. And then a new new new map starts and the new new map closes. Please, Anet, look into this. Something feels so off with how this mechanic works. Proof in HoT -> https://imgur.com/a/nEjonG4 edit: information on the screenshot, I got a buff from moving to new instance. And 2 minutes later, I get a new pop-up.
  6. Personally, I still think Towers of Nightmare could use some serious rework/balancing. Just did a public run, we got to floor 3. We wiped with 10-20 people to a boss. Nobody wanted it to give a second chance. So everyone just left. Maybe it's me, but I felt like I just wasted an hour. And apparently 10-20 people felt the same. They got demotivated to give it a second go and/or don't find the content fun and went to do something else. I don't understand any reason why not to look into this. Hell, make multiple difficulties to please the whole community. Or make public a tiny bit less hard. I don't know what the solution is, I do know there is a solution out there. I do have one suggestion: - When you slowly progress through the floors, you have to push in further and further doing events. If you die, you have to walk of shame a (long) way to reach the group. There is a high chance you will die again because everything spawned before reaching the group. So I would suggest to clear mobs a little bit once certain events are done, this to make it easier for people to catch up with the group if they died.
  7. Hello, I am wondering what the origin is of Bloodstone. Currently it looks to me that the lore we got in GW1 clashes with the GW2 lore. From GW1 manual https://legal.guildwars.com/en/docs/gwp-manual.pdf Book I: Chapter 130 As their final act, the gods gathered back their gift of magic from all the races and trapped it inside a tall stone. They smashed the stone into five partsā€”four equal but opposing stones of magic, and one keystone. Without the keystone, the other four couldnā€™t be reassembled. ... The gods told King Doric that since he had asked for peace, he and his descendants must carry the burden of protecting the stones. As an additional precaution, they used a drop of King Doricā€™s blood to seal each of the stones. Then the stones were dropped, one by one, into the volcano off the southern shore of the Kingdom of Kryta, and the gods left this world forever, confident that they had balanced out their gift and circumvented greed. ... As is ever the case with peace, it once again came to an end when the volcano erupted, spitting out the five stones and scattering them across Tyria. The magic they embodied seeped out into the lands around them. Though the Bloodstones, as they are called, have never been reunited, the power that they possess was enough to re-ignite the desire for power in the hearts of men. Then we got GW2 lore from the wiki: https://wiki.guildwars2.com/wiki/Seer The Seers were an enigmatic and magical race who were responsible for creating the original Bloodstone. So I was under the impression the Gods created the Bloodstone and not the Seers, what's going on here?
  8. I want to point out that the map closing mechanism is a annoying and frustrating at times. Some examples from my recent HoT adventure: - It's hard to complete a meta event chain since it most of the time it gets interrupted by map closing . Right now I want to do the full meta chain of an outpost in Tangled Depths. So I waited for the whole event chain to reset and I went to the outpost. I got a message that my map is closing so I went to new map. But in that map, the outpost already advanced to meta event 3 of the chain while when I left the previous map, it was event 1. In other words, I have to wait 2 hours again for the whole meta event to reset so I can get achievement. - Another example is that if you complete a full meta event and switch map, you don't get the final rewards. So it's better to wait first to get reward of full meta event (kill night bosses etc in Verdant Brink) and then switch map. I even had it happen once that a map closed. I go to new map. Within 10 seconds of arriving in the new map, I get another pop-up that the map was closing. This feels like there is something wrong with the algorithm behind map closing. Finally, I once ignored a map closing pop-up. And after a while it dissapeared and started to populate the map that was "closing". So the game told me the map was closing in an hour, but eventually I was never kicked out and I guess the game let people join the map that was suppose to be closing? It feels so random and unpredictable.
  9. Hello, Thank you for clearing that up for me! ps: I also did check wiki but I did not find any information. Are there multiple wiki's or pages on the boss by any chance?
  10. Hello all, I am looking for information on how to survive Champion Axemaster Gwyllion track attack? It's a red bulls eye above your head and the next moment you are instant dead. No matter what you do, once you get tracked it seems you die? I even tried flying away from boss or under the island and he still one taps me. I tried hidding (which makes sense again a sniper). Nop. Shoots through bricks and wood. What is the mechanic here? Because there should be something we can do against this no? Thanks in advance.
  11. Living World mechanic was the reason I dropped the game 8 years ago. Player is not able to play new Living World because responsibilities in real life? Too bad. Player gets locked out of the content, story, lore, ... if they want to get back into it after a year or two. Too bad for you. You should have never left and play this game every day forever! Then they realized this has a major design flaws (way to late in my opinion) and they made it so we can buy stories we missed. This really left a bad taste in my mouth since I paid for the base game and all expansions and now I have to pay for living world stories too? And if I don't I am confused during the story because I keep meeting characters that I should know ... but I don't know (since they are introduced in LWS). Over the years they implemented more stuff in the game they could cash on. Now that the cash flow is secured, they can finally get rid of Living World mechanic (pay to get access). 9 years too late, but good riddance. Living story should have been available for anyone who owned the base game or related expansions.
  12. You are not alone my friend: If you have a lot of patient, try to make a party of your own and slowly progress the tower until you have the bar filled (the green one). Once you have done enough events inside the tower. Get out of it and continue story. It's a bit silly that Anet overlooked this. So recap: In order to continue the story, you don't have to complete the tower. Just do enough events in it. Good luck!
  13. So, you make living story 1 free for everyone. For new players this will be their first experience of Living Story. So it better be a good experience right? Why else buy the other living stories? The first three chapters are all good fun and doable solo. Then chapter 4 you drop solo players into a dead instance were you die every three steps to flowers blowing up or something. If this is how living stories is going to be, I am not buying a single one of them. What is the point of buying content you cannot even finish because it's not optimized for solo players and the solo players don't even have a chance of grouping up because nobody is doing the content. How did you not predict this developers? This is a major flaw in Living Story 1. Edit: so after 2 hours, I finally managed to reach the third floor. With 5 people party. And then the map closed and people left. This makes me even feel worse. So far, the worst content I encountered in this game. It's a time waste. It's not fun. You have to do it to progress story. I strongly dislike every single part of this design.
  14. How are any of these not active? I copy paste: - Give WvW xp for participating in fights or doing damage (not only kills). - Give WvW xp for being in a squad and being with your group together (proximity). - Give WvW xp for healing people in WvW. - Give WvW xp for ressurecting people. Personally I would find this better than standing AFK in castle or keep. Edit: these are just examples. Maybe Anet can think of better ones. Essential my opinion is: move away from rewarding players based on time and reward players for active participation in the actual mode.
  15. That's what you get when you develop a time based reward-system in a PvP mode. I never been a fan of the pip system, always seemed to be the wrong solution for the problem they wanted to fix (participation/reward/fun). Would been better if they overhauled the ranking system itself. - Give WvW xp for participating in fights or doing damage (not only kills). - Give WvW xp for being in a squad and being with your group together (proximity). - Give WvW xp for healing people in WvW. - Give WvW xp for ressurecting people. Basically everything that falls under "teamwork". It doesn't need to be huge amounts of xp either I believe. But just give more xp for participating. Just being on the map is not participating. But right now you get rewarded for just being on the map. Now you get a few pips every few minutes. Leading into following logic: "The minimum time for completing a reward track (without boosters) is 8h 35m (103 ticks), where 195 points are earned per tick. The overall minimal time to complete a reward track is 3h 50m (46 ticks), where all available boosters increases the points per tick from 195 to 439. " - wikipedia.
Ɨ
Ɨ
  • Create New...