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Aenaos.8160

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Posts posted by Aenaos.8160

  1. What helped in my case,  6750 slightly undervolted, was enabling triple buffering.. I know GW2 is not an open GL game and that should not affect it but it did. I have Vsync on via the game settings, since my eyes are very sensitive to screen tearing.

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  2. *Update . Now I'm also getting patches of blue textures. Added an image to the link. Tried once more files repair and cache clean up, but the issue persists

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    I'm trying to troubleshoot an issue that has only been getting worse. 

    While playing the game, some textures - related to objects, mounts, player/NPC units - will gradually start to bug to the point where the game world will black out and  at some point the game will crash. This takes place over prolonged game sessions, upwards of 1 hour. The only effective fix for this is to close and restart the game. Large dynamic events seem to act as accelerators for this bug, especially the Skywatch Archipelago meta is 100% certain to cause this. Observed on PCs with different specs and set ups, Win10 and Win11, Nvidia and AMD GPUs always updated and on the latest available drivers. So far I've tried repairing the game files, deleting and re installing the game, deleting cache files, re installing drivers. I play the game with graphic settings maxed out, 1440p and no add-ons. 

    Is anyone else experiencing similar issues or has an idea on what might be causing this bug?

    Including link to a few example screenshots.

    https://imgur.com/a/LDP1xUv

  3. Great idea this. 

    Sometime before the next expansion I expect I'll find 4 more players to run the event needed to complete exploration of Amnytas. Especially late at night when I usually do map exploration. And then repeat this for each of my dozen plus alts. Please add more fun content like this. Waiting for players to complete who cares events that block map progression is awesome gameplay. Merry Wintersday. 

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  4. Hot swapping weapons!

    Never really occured to me until recently I decided to use all the ascended salvaging tools I had amassed from Fractals on my ascended weapons and mainly use my legies....

    Every time I want to quickly swap to a weapon, just the weapon not the whole build,  for a while and then back again...select weapon > select stats > select upgrades/infusions > select appearance. And again. Seems way too punishing for a system that is supposed to offer the maximum QoL in gear. Maybe allow us to create weapon templates or I don't know. Right now I am seriously considering going back to ascended weapons and only using legies for the skins.

     

     

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  5. Could you please disable the function of a Living Story episode automatically starting as soon as the previous one is completed? Or at least make this function toggleable? Sometimes, ,most of the times, it makes no sense as the player for example is already in a instance with a NPC and receives a mail from the same NPC in the future! Or a cutscene form the nest episode plays at the worst possible moment, while the player is still inside the previous episode.This, artificially lowers the perceived quality of the game and destroys immersion for no reason at all. Please allow us to set the pace at which we want to experience new content.

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  6. Don't know if this is an issue in Story Journal instances in general, but I just played through the first chapter of LS4 episode 3 (Siezed), and NPC units that die don't play their death animation, don't trasnsition to the corpse stance, nor do they despawn but instead remain in the scene in a standing up and frozen position.

  7. The way upgrades and infusions are handled makes the whole Legendary Armory more pointless than pointless.

    It actually removes quality of life and ease of use just as much as it adds them.

     

    I really don't see how this was not recognised as a problem.

    I mean instead of the gear we now have to carry the infusions and upgrades. Big difference.

     

     

    The simplest solution I can think of without having to radically rework the way Infusions and Upgrades function is to 

    make each Character's Armory unique, allow Legendary items to be customised while unequipped, and load that customisation automatically, as a default, when said item is equipped.

     

     

     

     

     

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  8. I'm currently replaying the story on an Alt character and this is close to what I think too.

    The thing about the Personal Story is that at some point, it got changed and kinda patched together in order to fit in the Story Journal, a feature introduced to the game at a later stage. During that process parts of the story were completely removed. LW s1 happened,, LA got destroyed, and the story got modified in order to compensate for that. It was all done haistily, and at times it just doesn't work at all. The result if one of very low quality. I kinda feel sorry for new players that will never get to play the Personal Story the way it was meant to be played.

    If they don't mind losing info about the lore of the game, I would advise new players to play the opening parts of the story, and as soon as they get to the chapters involving Lions Arch, play the open maps, level to 80 and skip directly to LW season 2. Simply don't bother, especially if you value craftsmanship in games and pay attention to details. You will spend more time saying WTF, that anything else.

  9. It would be nice to gift the players that got the armor under the 2000 hour requirement an item, that adds a couple more tentacles to the chest piece and also adds the prefix "WvWvW Boomer's" to the name of the set.The rarity will sky rocket, since no one will be able to get this from now on, and the 2000'ers won't be trolled by 500'ers.That way it will still be possible, by counting the number or tentacles, to visually identify and separate the true WvWvW'ers from the pretenders.Or maybe a special WvWvW Squad Commander icon. Maybe a tag saying "2000/X" where X the number of additional tentacles. The 2000 is self explanatory.It's for the WvWvW levels required to get the set.

  10. Shade Skills: These have been changed back to triggering at both the necromancer's location and their shade locations with each use.+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++R.I.P

    P.S I hope you like your circles red.

  11. Even after the almighty balance patch it is still possible for a class to exit stealth and delete a high sustain heavy class in under 2 seconds. Literally, I was on a Guardian FB, a PP Thief came out of stealth without any hint of it being there before, and within the time it took me to dodge and try to counter with a reflect while it was unloading I was in downed state. I wasn't more than 2 secs. I'll speak only for my case, but in a game where there is no carrot to persue and the quality of the game play is what attracts and keeps a player playing, this kind of bs ends up hurting the game. Of course I'm sure the other guy had fun.

  12. It's more of a Conditions issue than strictly Revenant or any other class. Maybe they should make a pass on balancing conditions first and gather some more data before attempting any class changes because even if they nerf Revenant to the ground now, that won't fix the underlying problem. Conditions seem to apply way too much damage even at a very low number of stacks and that ties in to the very nature of how this type of damage is designed in GW2. Here we start with the faulty axiom that both condition and power damage should be able to achieve the same level of burst otherwise players will focus on playing power builds only. The way DoT damage counter balances burst damage is by allowing for it to strike a larger number of targets, adding more utility and control aspects in abilities that apply such damage, or by making it exceptionally effective against certain types of targets. None of these intricacies exist in GW2's combat. We have power damage and we have the other power damage, condition, which attempts to do the work of burst damage via DoTs. Add to that the gear issue of condition damage builds being able to achieve effectiveness in dps by needing to invest in a lower number of attribute types than power builds thus leaving room for investing in defensive attributes too. It's a cluster kitten.

  13. TL;DR If you like PvP gameplay now ( all of you two people at the back) you will always find reasons to not like the new direction in combat.I'll wait to play it to see how it really works but I'm perfectly sure the game will still be bursty enough and still have fast enough combat. GW2 has by far the most well shorted out PvP (not in general but in relation to other MMOs) and the ridiculously low TTK and power creep worked counter to that. The first thing that needs to happen before balancing the functionality of skills is to reduce the fog of DPS in some way.

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