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maddoctor.2738

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Everything posted by maddoctor.2738

  1. Then don't drop down and the problem will be solved. As @mindcircus.1506 said above, this is more of a problem of gear, build, playstyle or a mix of those. Also, since you are talking about Scruffy 2.0, you can always stay inside Braham's shield which blocks all his attacks. Do your high damage rotation while the shield is on (it has a very fast cooldown) and keep running around when it is not. The achievement there is very hard, but the boss itself is not.
  2. There is a high possibility that you'd love Guild Wars 2 even if you played back then. From the very first update Arenanet released in the game they made it clear that the Core game was there to help players level up, but the mechanical challenge was higher on all further releases. And Season 1 had a rapid release cadence so you barely had to go through the boring parts of the Core Game, and instead enjoy the new challenging designs introduced with the living world. First release gave us the mad king's lab, with higher density mobs, and more challenging mobs than the Risen of Orr. Second release gave us Southsun Cove, with the Young Karka, to this day, putting many HOT/POF mobs to shame. Third gave us the lovely toy princesses which made sure players understood what "condition" and "confusion" mean. Fourth gave us a new dungeon and a challenging new set of foes in the Molten Alliance, Molten Brawlers specifically would put most HOT/POF mobs to shame again (they were like a scaled down version of the Molten Berserker from Fractals). The list goes on, Aetherblades, Scarlet's Minions, Toxic Alliance mobs were all much more exciting/interesting to fight than anything included in the Core game and even comparable to expansion level enemies. And let's not forget the Mordrem introduced during Season 2 in Dry Top/Silverwastes which were once again, mechanically challenging and had to be nerfed when HOT launched. Because those Mordrem Thrasher and Mordrem Wolves were more challenging than regular/normal HOT mobs anyway. Arenanet has been adding more challenging foes in the game for years and long before HOT even launched. So even if you disliked the Core game experience, which is indeed rather boring, the constant living world releases introducing one more challenging foe after the other, would keep you busy and interested in the game. Sadly, Living World season 1 doesn't exist anymore, so players, especially on these forums, pretend the game was all too easy before the launch of HOT and that HOT was too hard for them. When in reality, that's not true at all, we've had a LOT of challenging foes in the past and interesting encounters/mechanics long before HOT was released.
  3. From my tests dxvk is superior in performance, and also doesn't break with game updates, so it's a clear winner. At least with my AMD card.
  4. As I said, by stuttering I mean losing 20-30 FPS then going back up. It's not a complete drain. Can you post your graphics settings and your build?
  5. How can I use this flag? Will it reduce the stuttering? Going constantly from 53 to 70 fps while walking around Lion's Arch is really annoying. And it only happens when moving around, or moving the camera around.
  6. Performance depends on your settings and the location. I got massive FPS increase because I was all alone in a guild hall while facing particle effects. In areas without many particle effects, longer view distances and of course a lot more players, the FPS boost isn't gonna be the same. Usually in instances you will get a massive boost, but not so much in the open world and ESPECIALLY Lion's Arch which is a killer. Now let's talk Lion's Arch. In the place you spawn first, Trader's Forum, I get 35-42 FPS. It can even reach 45 FPS. It IS stuttering while loading everything first, but once it stabilizes it gets to an average 40 FPS. This is at maximum settings, including AA, Super sampling, Ultra Shadows, and maximum settings for character models. Take a look: Of course we cannot compare results because we can't have the same amount of players around, with the same skins.Once we get this baseline performance, we can find what's killing our FPS. The first and foremost is Shadows and the model settings. These are the settings I use and since we have the same CPU, you should have above 60 FPS in LA as well: Fortunately the settings I reduced don't seem to do much. Low/Medium Shadows look terrible in my opinion, AA and supersampling don't provide any image benefit. Things like Animation, Environment, LOD Distance (this is weird), Reflections, Shaders and Postprocessing have a negligible effect on my performance and at the same time make the game look incredibly ugly. Try my settings above and see if they make a difference. Edit: Set Reflections to None too. I prefer the shaders on Water surfaces rather than reflections, especially on older maps where reflections (even on all) look weird.
  7. @Ayrilana.1396 already asked the question I was going to, if the normal modes and the savage/extreme modes of FF XIV share their rewards or not. Because if the answer is no, then it reinforces what I was saying all along. Mechanics introduced in Raids have already been used in other types of content in the game. For example, they added a Vale Guardian and a Slothasor out in the open world, both of these reused the models created for the Raids. They developed the system of the player dialogue varied based on their profession and/or race FOR Raids, and then they reused that system in the open world afterwards. Mechanics like Fixation and the big green circles to run to, appeared in open world and story instances after being introduced in Raids first. So Raids already helped the game progress in more ways than one, they don't have to be the same instance in a different mode to reuse assets or code.
  8. I'll believe this when they start communicating more on Fractals. They still haven't addressed the bug of Sunqua Peak... they were also supposed to have some new reward systems and other "exciting" fractal updates. But we get nothing but silence.Siren's Reef: January 2019, Sunqua Peak: September 2020, that's nearly 2 years (21 months) of no Fractals, between the previous two releases.I think we'll be here when we get the next one and discuss this again, but we have a different idea of how a "supported mode" looks like.
  9. The GPU is in the screenshot from the Asus software, R9 390 (Asus ROG Strix DC3 version), the CPU is an i7-6700k, 16GB of RAM, running the game from 970 EVO SSD. Keep in mind that the screenshots aren't representative of actual in-game performance because the game does stutter a LOT while moving around, for example while in Divinity's Reach I can drop to as low as 54 fps, then it goes back up. But those annoying stutters are everywhere and performance goes down for a while, then goes up again once it stabilizes. Furthmore, I picked that place on purpose because in my guild hall it's full of particle effects and the vanilla game suffers greatly when many particle effects are nearby. Fortunately both d912py and especially dxvk seem to be unaffected by high particle count, which is why they are also so much better when in mass open world fights. For the installation, you download the zip and put two files (d3d9.dll and dxgi.dll) inside your Bin64 folder, which is inside your Guild wars 2 folder, so for me it's D :\Guild Wars 2\bin64 Thanks!Have you tested it along with arcdps and/or reshade?I'm not using arcdps nor reshade but they shouldn't affect performance.
  10. The problem with most of these suggestion is that they do not really increase the population of Raids. They just add an entirely new mode that is supposed to have its own playerbase but not its own rewards. How is that gonna help actual Raid development? Since Strikes failed at bringing more players into Raids, what makes anyone think that an easy mode is gonna be any different? It won't, but I guess those offering these so called suggestions already know that. If Anet released a new raid that had an easy, normal and CM, which brought every player into the game to raids, how would that be a bad thing. The devs need a justification for producing this content and the current raid community isn’t big enough to justify the resources.Like how Fractals have an easy, normal, hard, very hard and CM version and they both bring every player into them and also get a lot of resources allocated to them. /sarcasm Oh wait, the developers "love Fractals" and "rumors of their death have been exaggerated". 6 months and no news of anything, 6 months and the latest Fractal is still bugged. Tells us all we need to know about the effect of "difficulty tiers". Other than that, I thought the idea was to make an easy mode for current Raids, not introduce an entirely new thing and I responded based on that. If they add something entirely new, call it Super Strikes or whatever, they can do whatever they want with it. That would still not do anything at increasing Raid participation though so it's probably a different topic. On the topic of current Raid participation, let's take Spirit Vale, the current one with all its mechanics and rewards in place. How exactly is adding a new version of that same Spirit Vale, that is considerably easier AND offers the same rewards (at a reduced speed) gonna help the original Spirit Vale get more participation? That's the question to answer for any suggestion on the subject. How to increase the participation and popularity of the content itself. At the very least, by not giving this supposed new mode access to the rewards of the normal one, players who play the easy one and want to "graduate" to the next one can do so to earn the rewards of the normal one. In that sense, the normal version could get some extra players and do what the topic says: increase Raid participation. And not only that, but giving -new- unique rewards to the easier version it would entice players who already run the normal version, to go run the easier version as well. I'm not saying for the easy version to have a green and blue, nor to not have anything good reward. Just to have different unique rewards compared to the normal version.
  11. The problem with most of these suggestion is that they do not really increase the population of Raids. They just add an entirely new mode that is supposed to have its own playerbase but not its own rewards. How is that gonna help actual Raid development? Since Strikes failed at bringing more players into Raids, what makes anyone think that an easy mode is gonna be any different? It won't, but I guess those offering these so called suggestions already know that.
  12. Well you are the one who said HOT Raid popularity was inflated due to the legendary armor.You might want to reread what i said and in response to whom.But you did bring up HOT Raid popularity in regards to their rewards: Of course how significant it was is anyone's guess, but the reward difference did play an important role in the decline of POF Raids. Not alone, but certainly a contributing factor. And for the second part of the quote: Yes. Popularity of HOT Wings was indeed inflated due to the Legendary Armor, the extend of it can be debated, but I do believe that the Legendary Armor did play a role in increasing HOT Raid popularity (and decreasing POF Raid popularity). But this also applies to literally every part of the game, as mass player participation in content that offers over-inflated rewards clearly tells us. Same here really: Same question I can make about the popularity of Dragonfall, Drizzlewood, or any other content that the so called "majority" of this game plays. Are they indeed more popular than Raids, in terms of players going there because they enjoy them, or they go there to earn gold to buy gems and then get gem store items?And yes to repeat it once more, the reward difference did play an important role in the decline of POF Raids compared to HOT Raids. But of course it wasn't the only contributing factor.
  13. Well you are the one who said HOT Raid popularity was inflated due to the legendary armor. Open World popularity is inflated by the gold/liquid rewards that allow players to buy anything they want from the gem store. Something Raids really lack by comparison. If you want gem store items, you farm the open world metas which really increases their popularity no? Of course Arenanet nerfs OW rewards, especially when they want their next content to become more popular. They nerf the old to lead the players to the new, because they know the so called majority isn't gonna go to the new area just because it's more "fun" or "enjoyable". They don't play what is fun, but what is rewarding, that has been true since the very beginning. Which was the counter point to your argument about Raid popularity being inflated by legendary armor in the first place, as if the Open World popularity isn't also inflated by the liquid/gold rewards it offers. Remove those and you get dead content, meanwhile Raids are still being run to this day, even after those running them have multiple sets, or even run them multiple times in a week, even though their rewards are trash in repeat kills. There are players that run content because they enjoy content (those who like the more niche content), and there are players who repeat content that is the most rewarding for the least effort (the so called "majority")
  14. Here, I got one:https://time-keepers.ru/threads/wvw-frequently-asked-questions.10226/
  15. Actually it does matter, because they are all trinkets and the addition of Vision before POF Raids even launched was a clear indicator of the future. And to no surprise, they kept adding legendary trinkets outside of raiding. Since they are all trinkets it doesn't matter. They started releasing legendary trinkets before Raids got their own trinket, this did set a precedent about future legendaries. IT's not like they didn't release ANY legendary trinket, they released multiple ones before they got to that ring. Why would anyone expect to release a Ring first and then others? But the damage was still done. You'd have a point if there were no legendary trinkets released until we got the Ring. But that's not what happened. It wasn't the Raid Ring that postponed the release of other legendary Rings, but the release of other legendary trinkets. Yes Armor set is much more desirable reward than a single legendary trinket Isn't that why players play in the Open World meta events where they can blindly get their rewards while not participating? Isn't that why Auric Basin and Istan used to be so popular but now they aren't as popular? You are telling me players go to Drizzlewood and Dragonfall "for the content" and if their rewards are nerfed (like with Auric Basin/ Istan) players would still go there because they love the content? Past "casual majority" activity tells us that they don't go to content they like, but content that provides the maximum rewards for the least effort. That's what the so called majority in this game is after, content to leech. So your argument about inflated Raid popularity due to the legendary armor can be applied to the Open World as the primary (if not the only) reason the majority goes there to play. And the past is very clear indicator of that.
  16. Well, it's not like the reward system for all Raids is universal. But to stay on the argument of how a reward system helps or not, the reward system in POF Raids indeed didn't help the content at all, as the much higher popularity of HOT Raids shows, and their much faster development. So I guess having a unique legendary item (legendary armor) in Raids did help HOT Raids. Meanwhile, there are different avenues of acquiring a legendary Ring, and their participation/popularity is much lower.Now, of course they added different ways of acquiring legendary armor, later on, when Raid popularity also went down. Coincidence? Maybe, maybe not.Correct me if i'm wrong, but the alternatives to legendary armor were added even before raid ring was first mentioned (few months after Envoy set was actually released, and few months before Wing 5 release), and Conflux - the only alternative to Coalescence, was added half a year after last raid wing release, and after devs already mentioned they can't justify making more wings.PVP Legendary Armor was added on August 2017. The Perfected Envoy armor was fully available since May 2017, so there was a delay of 3 months between the full release of Envoy armor and the introduction of an alternative. Although Conflux was added -later-, we still got Aurora and Vision, legendary trinkets available outside Raiding, one of them before POF Raids started. By the way Conflux is not an alternative to Coalescence, because you still need multiple Rings. But the alternative in this part was the availability of multiple Legendary trinkets, outside of Raiding. Well you asked how the reward system present in Raids worked out for them. They changed that reward system with POF Raids significantly and saying that it didn't affect the popularity of POF Raids is rather odd to me. HOT Raids had a Legendary Armor, something unique at the time, while POF Raids had a trinket, which had already availability outside raiding. Plus it was a trinket. By the time Coalescence became available we already had legendary trinkets available outside of Raids, what if it wasn't a ring specifically?
  17. The GPU is in the screenshot from the Asus software, R9 390 (Asus ROG Strix DC3 version), the CPU is an i7-6700k, 16GB of RAM, running the game from 970 EVO SSD. Keep in mind that the screenshots aren't representative of actual in-game performance because the game does stutter a LOT while moving around, for example while in Divinity's Reach I can drop to as low as 54 fps, then it goes back up. But those annoying stutters are everywhere and performance goes down for a while, then goes up again once it stabilizes. Furthmore, I picked that place on purpose because in my guild hall it's full of particle effects and the vanilla game suffers greatly when many particle effects are nearby. Fortunately both d912py and especially dxvk seem to be unaffected by high particle count, which is why they are also so much better when in mass open world fights. For the installation, you download the zip and put two files (d3d9.dll and dxgi.dll) inside your Bin64 folder, which is inside your Guild wars 2 folder, so for me it's D :\Guild Wars 2\bin64
  18. Well, it's not like the reward system for all Raids is universal. But to stay on the argument of how a reward system helps or not, the reward system in POF Raids indeed didn't help the content at all, as the much higher popularity of HOT Raids shows, and their much faster development. So I guess having a unique legendary item (legendary armor) in Raids did help HOT Raids. Meanwhile, there are different avenues of acquiring a legendary Ring, and their participation/popularity is much lower.Now, of course they added different ways of acquiring legendary armor, later on, when Raid popularity also went down. Coincidence? Maybe, maybe not.
  19. There are a lot of safe spots on Path of Fire zones, around waypoints for one, but since you have mounts, you can use them to create your own safe spots rather easily. Yes the mobs engage from a distance, but the maps are also wider giving ample room to avoid enemies. For those that lack spatial awarness yes it's gonna be more difficult, that's not something the game can teach anyway, but hyperbole like nearly all your posts doesn't help anyone. There is no reason to fight a lot of enemies at once, unless for some reason you are in an event area that spawns them. Furthermore mobs in Path of Fire zones are easily classed by their rank, normal mobs die in a couple of hits with a competent build and shouldn't pose a threat, while veterans are much tougher and offer a challenge. As they should. If you are having trouble fighting mobs, either get a better build, or try not to engage veteran mobs and stay on normal ones.
  20. It's not pugging that people in GW2 are after. It's leeching. The reason Raids have lower participation than other parts of the game is because it's much harder to leech in them, because in order to do so you must take advantage of other people. In the open world, barely enough people deal with mechanics, they'd rather stand still and afk auto attack (go see Shatterer for example). Or when a meta event has multiple lanes, the majority picks the easiest one, ignoring those that require some actual brain power (Octovine or Chak Gerent are great examples). Or in other cases wait for a burn phase, go dps to get their participation and then go afk waiting for their rewards (Tequatl is a prime example). After all, most mechanics are removed during burn phases. This leeching is what creates the meme of "you want to press 1 and F on your keyboard" and "easy open world". If everyone in meta events did that, then no meta event would succeed. Fortunately, some players are actually playing the content, doing the mechanics, and earning rewards for everyone else. When a game trains its players to leech and earn the same rewards as someone actively playing the content, you get into this situation. I mean, players are even leeching in PUBLIC DRMs, which are really really easy (without CMs). How to teach players not to leech is gonna be very difficult, especially after years of encouraging it by design, but it's the only possible way to increase participation in instanced content. Because leeching there is usually harder.
  21. I took DXVK for a spin and did the same graphics tests I did with vanilla and d912py. Same exact scene just so things can be compared. And holy... #$$##$#$#$ I had to pinch myself when I saw the results. Everything on maxvanilla: 23 fpsdx12py: 48 fpsdxvk: 73 fps (WHAT IS THIS)One thing worth noting here though, vanilla used 1241 VRAM, d912py used 2371 VRAM while dxvk uses 2776 VRAM. I don't care since my GPU has 8 GB VRAM but I think we should be thorough with our performance metrics.Also another important thing is that dxvk does make alt-tab slower. I have the game in Windowed Fullscreen and it takes a second to get back to the game when alt-tabbing, while with vanilla or d912py it's instant.The performance difference is stupid at max settings so... totally worth it.I really can't believe I can play GW2 with everything maxed out, including AA and Supersampling, @1080/60 Anyway, since the results of max settings were so insane the rest of the comparisons are for educational purposes and to see how dxvk scales compared to the others.Removing AA and setting Render Sampling to Native:vanilla: 27 fpsdx12py: 68 fpsdxvk: 105 fps Above + High Shadows:vanilla: 37 fpsdx12py: 76 fpsdxvk: 115 fps Above + Low Shadows:vanilla: 49 fpsdx12py: 80 fpsdxvk: 83 fps (WHAAAAAT IS THIS?)Um here I don't understand what is going on. High Shadows give 115 fps, when I set them to low I drop to... 83, which is even lower than the 105 fps I get with Ultra.So 3 out of 3, vanilla, d912py AND dxvk show a considerable reduction in performance when setting shadows to medium and for dxvk even low. This does show that the game itself is doing a horrendous job with Shadows. Low settings:vanilla: 60 fpsdx12py: 94 fpsdxvk: 102 fps (WHAAAAT IS THIS?)Yes, with my "low" settings I get lower fps than with high. This is easily explained with the garbage Shadow results. Low settings with Ultra Shadows:dxvk: 121 fps (that's more like it)
  22. In GW2 you should always be using blob shadows (low setting I believe it is), not dynamic. It changes little visually but is a massive performance boost especially with many players around. Shadow settings in Guild Wars 2 affect the main thread, reducing performance. Meanwhile, when using d912py they are much "cheaper" on the frame rate. I get almost 80% more fps if I set shadows to low from ultra with vanilla Guild Wars 2 (!!!), and about 20% with d912py. So there IS something the game doing wrong with its Shadow implementation, that's undeniable. Maybe at the very least some developer could look into what d912py is doing with Shadows and get that performance boost. (Even when Shadows are on low, d912py offers much superior performance)
  23. Since nobody can "remove" achievements from an account, it's more likely that you used a different email back then. Or there was some form of mix-up that support will find.
  24. That's because those "solutions" are not using actual in-game assets and those that create them have no access to the game's code. If they did, for example if the company itself took those "solutions" and implemented them inside the game, then those issues could be resolved.Sure, but it would likely require much more work than d912pxy did. Which, i remind you, took several years of development to get to the point it is now The best "Thing" that Anet can do when they include the tool into the game, is to allow it to run "on load", just like the regular game compiles shaders at load time. That way the glitches and the pop-in can be removed. The reason dx12py looks "buggy" is because it compiles shaders -after- the game actually loads, compiling shaders usually happens -during- load, but the tool cannot do that during loading. If it was integrated into the game itself, instead of being an external addon, it could easily be "fed" the important shaders during load time, so by the moment your loading is finished, everything is ready to be presented. This would also solve most issues with cutscenes, or area of effect markers not showing. Testing shadows in this game, and their terrible implementation absolutely killing performance, testing reflections that for some reason "work" and reduce performance even there are no reflecting surfaces around, testing the LOD filter that doesn't seem to do anything, tells us that there are a lot of graphics options in this game that are short of the standards of official release. And besides, as I said above, integrating the tool and allowing it to run on load time, instead after loading, would solve most of the drawbacks of the tool.
  25. For anyone that doesn't want to read my 2 previous posts, here is a recap: Everything on maxvanilla: 23 fpsdx12py: 48 fps Removing AA and setting Render Sampling to Native:vanilla: 27 fpsdx12py: 68 fps Above + High Shadows:vanilla: 37 fpsdx12py: 76 fps Above + Low Shadows:vanilla: 49 fpsdx12py: 80 fps Low settings:vanilla: 60 fpsdx12py: 94 fps I just noticed LOD has an ultra setting, I'm not gonna go back and do all the screenshots with LOD on Ultra, I have it on high. My low settings is not the actual best performance preset. The difference is absolutely massive on all levels, but dx12py does offer way more benefits at higher settings (double performance) and this performance gain is gradually reduced as we got to lower overall settings. Please notice the MASSIVE difference Shadows make on the vanilla game compared to dx12py. And given my results of Medium Shadows offering worse performance than High, maybe there is a serious bug with the game's shadow system, tanking performance more than it should. Also, using dx12py, max settings, with Render Sampling: native and no AA provides 60+ fps giving a smooth and stutter free 1080/60 experience. I need to drop most settings to LOW to get 60 fps but it's still stuttering and not smooth at all.
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