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evlover.6270

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Everything posted by evlover.6270

  1. What does 2 weeks have to do with it? Servers from t4-5 already need a month to work their way up to t1 again, then they can fight on t1 for a month, get unlinked again and drop down to t4-5 in the first month, stay bottom tier for a month and repeat the cycle. Means 1 month of good content, 1 month no content and 2 months where they can at least fight different servers. Better than staying on the no content bottom tier for 4-6-8 months straight.
  2. Gunnars and Underworld camping t1: getting relinked Baruch Bay camping t4-5 and Gandara camping t5: no link Just stop linking based on so called population because it doesn't work, sitting in wvw and capping camps to get ticks is not the same as active guilds running around. If you want to condemn servers to the lowest tiers for 2 months by working with 3 servers with no links, at least alternate instead of condemning the same servers over and over again. Fairest option is to just put the t1's without a link so that way people can have a good time half of the year or work without no link servers and throw them into 3-way links.
  3. Still waiting for the patch that puts staff ele/tempest back where it used to be in pve instead of these pvp focused scepter buffs. Staff tempest used to be OP because it was the only build that did that much damage. But now even the once OP tempest numbers would struggle to make the current top 10. The whole reason of playing an ele/wizard/mage in any game, is to play with a staff and "cast" magic, and here it's nerfed to shreds ages ago for a reason that's no longer valid. By doing so, you'd have your one low intensity build for ele as well since it's just using fire/air overloads, everybody happy. Weaver or catalyst are just too punishing for people who aren't 100% sure of acing their rotations since both carry over mistakes from previous attunements: with weaver you combine your 3 skill, with catalyst you need to keep up your projectiles from 3 to release them. 1 mistake and your whole dps is screwed since you can't just "undo" your mistake as you will need the attunement you just wrongly swapped into sooner than it will be available again if you try to continue your rotation as if nothing happened. Making a mistake forces you to have a scuffed rotation for the rest of the fight or completely reset and wait for all your attunements to be off cd. You can't play them without paying attention and have to focus all the time and can't just "chill and dps". While with staff tempest, there's not much to screw up and you can easily get back to your rotation after messing something up as it only uses two attunements, it's way more chill to play, but at this moment, it's just so underperforming due to the staffs garbage power coefficient. All in all, it's just sad that the one weapon that truly identifies the elementalist, has been locked out of any usage in pve for so long. It's not like we're asking to bring back the broken days of icebow 4 and fiery rushing against the wall, just give us back our staff as a decent option to fight with...
  4. Why are people asking for backtrack credit for achies that aren't there? You don't even know what they are? If you play for the achies, the first thing you do is look for them and if they aren't there, you can't complain that you still kept playing regardless It's like the time they had to reroll servers and caused serverdowntime to reset them and the people who tried to log in during that time all got a mount license, while the people who didn't bother logging in because they were aware of the issues or were notified by friends got nothing. If there are compensations, it should be for everyone, not just for those who played or not because you have no idea what the requirements for the compensation would be, is it wooden chest, is it an amount of hours, is it world exp, you don't know.. That being said, the communication is just nowhere to be seen as usual. They acknowledge the bug once, then there's utter silence and zero ETA on when it might be resolved or what the achies would look like so we could at least have an idea how much time we'll need to spend on it. Now we have to keep on checking the forums hoping to see some update, only to come back to see there's no update on the issue whatsoever and we just have to guess whether it will be fixed within this beta or not at all. And why is there still not some kind of notification on the login news tab when bugs like these occur? Not everyone comes to the forums to know what's up with those achievements not being available, just have some kind of bug tab above the latest news section on the login prompt with your mail/pw and the play button when these things happen so people instantly know they're bugged and don't need to look for them ingame, and update it to "solved issue A/B/whatever" when it's fixed. That's called open and clear communication. Even better would be to add an estimated ETA on a hotfix or if there's really no idea about the time, just completely delay the update till a time of which you're certain that it would be fixed. In this case: delay the entire beta achievement stuff till the next beta for example if you don't know an ETA on a fix and half of the week has already passed by now anyway. But at least provide clarity to your community and communicate instead of a "hey, sorry about the bug, we know about it, we'll get back to you at some point in the future, stay tuned" and then go into silence mode Even if it does get fixed now, the entire weekend when most of the people were playing is gone, and with h'ween lab farm coming back tomorrow and the first days being most profitable of the entire event, I doubt people who have limited playtime during the week are going to bother with some wvw achies in the evening instead of doing h'ween stuff. This entire beta weekend was already heavily reliant on the first few days before things went sideways. A lot of people from the guilds I'm in, me included, and probably a lot of other people too, had "planned" to do the wvw stuff during the weekend + Monday/Tuesday before h'ween patch, so we wouldn't have to spend time in wvw once h'ween is up because whatever our account value is, h'ween is still one of the best farms of the year that gets priority over everything else
  5. This gives me a flashback to this year's SAB bug when people with a lot of characters kept crashing on character swapping for 3 weeks and they said "we're aware of it and looking into it" and after two weeks we got "one engineer is working on it". If this is handled anything like that, expect a fix by the time next beta comes around..
  6. When they choose the weirdest random time to release something for EU instead of just on Wvw reset or on daily reset, and it still isn't there an hour after the announced time.. Past 7pm utc-7 by now and Call of the mists is active but no achievements anywhere Classic
  7. Nope, they definitely shouldn't be added to any other possible means to obtain them. All of the infusions having already decreased a lot compared to before they increased the drops rates, and every time the annual bazaar comes by, they suffer a blow as well. Look at the graphs like Aurillium: from '18-'20 it was completely steady and from '20 till now onwards it kept declining. Chak street value has dropped 50% the last 2 years while being steady before it as well. It's the same for pretty much all of the infusions since nearly all of them are seasonally obtainable in some way and every time that window comes by, they suffer a hit and don't completely restore from it. They are endgame, not necessary for anyone who can't afford them, but an optional goal to work towards for those who want them. If you get one now, at least they are special. If you'd add them to more things and they keep losing value, it'll just end up like ascended boxes today. Because of Anet adding legendaries into the wardrobe as account wide unlocks: if you have 3 legendary armor sets, the ascended boxes you get are completely useless. The only thing you can do with them is salvage for research notes until you have like 50k+ and just start deleted them instead of salvaging. Before adding it to the wardrobe: at least I had a use for the ascended boxes since I have 50+ alts, but the day they added legendary in the wardrobe, they took away all the endgame content of gearing up all those alts and once EoD came around I could just salvage all those sets that I had for research notes. For many people, infusions are all the endgame that's left, same for me. I have a couple, but not all of them, so those that I am missing are the the ones I am still working towards, one at a time.
  8. I don't know what's being done about these bots currently, but it's still a big issue even though it's not as visible as a bot running above ground. Was just doing the burried archives jp for facet of shadows and at the top I saw a lvl 6 clipping under the ground to loot the jumping puzzle chest. Stayed behind the coffin for about 20mins and saw one lvl 6 after the other popping up under the ground near the chest to loot it (also the same ones returning after a while, does the chest reset if you go away for a bit?). The mobs can't attack since it's underground, and it's hard to target the bots to report them since they're only there for a few secs and you can't target them that easily since they're under the ground which acts as some kind of barrier to click on them. Saw this one by coincidence but this just means there are probably a lot of other spots in Tyria that are still being botted. I know it also is (or used to be?) the case with toxic seedlings in kessex for the toxic spore samples, as well as in Orr maps for the elder wood. The silly thing is that when these lvl 6 accounts get banned, they just make new ones as the botters never seem to lose their main account. I hope that instead of just straight up banning these low lvl accounts when they are being reported, there's also being investigated where the mats/gold is flowing towards by mail or by guild banks to perma ban the main accounts as that's the only way to stop it. Banning the bots alone doesn't hurt besides taking away a day's income but banning the main accs does. And again, adjusting the multiboxing policy might help too since it's obvious most of these are multibox accounts that are often related to eachother. It's a needless gray area that makes it easier for botters to bot, and it's annoying during meta events as well. Having multiple accounts shouldn't be a problem, but limit it to 1 client/pc and you'll already clean up a lot of the bots. Cheers.
  9. I agree with OP that something needs to be done about a lot of bosses, but it depends on what he means with "buffing". If he just means straight up giving them more vitality/toughness, I disagree. If he means adding mechanics/invulnerability phases that force people to move instead of stacking on a hit dummy, I agree. It's a complicated problem that's not caused by 1 issue but multiple issues that add on and aren't really revertible anymore since newer content is based on the newer (higher) dps/healing/boon application. Reworking and buffing the base damage from a lot of basic weapon skills has improved the dps from the "low dps people". During world bosses, most of the times it's 5-10 people doing most of the damage and the rest just doing a few k each. But if all those few k people get 1-2k extra, it adds up to a lot of extra dps even though by themselves, it doesn't look like much. On top of that, the benchmarks of all the profs have gone completely overboard so those that do the majority of dps, do more dps as well. Back in the day staff ele got nerfed completely into the ground cause it outdps'd everything else like rifle mech has done the past month before the minor nerf this Tuesday, but staff ele at it's prime wouldn't even be top 10 on the current benchmarks. The third thing that adds on to everything, is the availability of boons. Before HoT, the only prof that had access to quickness, was mesmer with timewarp, a few secs of quickness on a 210 sec cooldown. Over the years that got adjusted to 180s and 120s, it perfectly shows the direction the game went: now we have quickness flying in from everywhere since any prof can grant not only self, but group quickness as well. Alacrity got added into the game and what started out as a unique chronomancer buff to speed up skill recharge by a few seconds, has resulted in any prof being able to apply group alacrity, reducing your skill cooldowns constantly. So now you just permanently attack 50% faster with quickness, and your big hitting skills are recharging 25% faster all the time as well. Fourth thing is that might and fury have become more accessible as well and there is no such thing as "bad might" anymore. Now might just gets prolonged while it is applied to you so once you get to 25 at the beginning, you pretty much keep 25 through the entire fight from occasional might application around you. Back in the day, you could only reapply might once it ran out. That's why Empower used to be considered "bad might" because even though it apply 12 stacks, it had a short duration and when it ran out you'd be at 13 stacks and you would need new might applications to get back to 25. Which is why smaller stacks with a long duration used to have more value as it was easier to maintain 20-25 might with constant 1-2 might applications instead of 12 stacks of might every 10 seconds. Point being: you weren't capped on might all the time, and with every might stack adding 30 power/condi, it's a huge difference. Same for fury, if you didn't have fury, you would miss out a lot of crits, now with the random fury applications everywhere, you can pretty much count on perma fury and not missing out on a single crit. Fifth thing that adds into burning world bosses are newly introduced things that make new zones interesting, but which also work in all the old zones that weren't meant with those new things in mind. Examples: United legions waystation that grants loads of fast cc, making it childs play to cc and break breakbars that were (very) hard to be broken before the waystation existed. If you wanted to break them in the past, people needed to play with their cc oriented weapons or take extra cc utilities at a cost of dps but now people can just go full dps, used their special action key and continue doing even more dps on the boss with exposed debuff. Jade bot grants you a free rezz and gives you an instant teleport if you've set your waypoint, and if you do die, with mounts you're back at the boss in no time (especially with beetle) instead of having to run back so the dps loss of dying is considerably lower as well. There's probably also other factors adding onto it like a bigger percentage of the players being "endgame" players now and carrying new people during the world boss fights etc, and the heavy healers/barrier applications keeping people alive while there used to be no dedicated healers or barrier at all but well, can't really decrease those since new content is based with the healing/barrier in mind. The solution though, isn't "buffing" world bosses their vitality/toughness and making the fight last longer, cause that would just turn a 30 second hit dummy into a 2 minute hit dummy, you need mechanics or movement so they aren't stationary dummies. That's why I like the idea of what they did with the 4 core world bosses recently: it's not just an increase of hp, the mechanics force you to move or you get punished (though it's mostly svanir and wurm that became more interesting, behe is just shorter phases and more portals, and ele is just dancing around a bit). Same for EoD: not hiding behind junk pile in Echovalds = dead, not hiding at Soo Won or staying in tidal wave = dead. We can only hope that they keep doing that for the other existing bosses. Maybe at jormag, they could do something that when you are on the top area behind the barrier, you get ported back in front of it and let the barrier only take damage from the charzookas. And in the second phase, make it invulnerable to damage other than the charzookas until you have forced it into its burn phase by getting some golems through. With DBS, make him completely invulnerable as long as a riftstalker is up just like normal shatterer during crystals phase. For tequatl, they could decrease the time tequatl is in his vulnerable burnphase after being hit by the megalaser. Now it takes 5x damage for 30 seconds so that's easy to mess around with. They could make it 2x for 30 seconds, 5x for 10 seconds etc.. They have the numbers of damage people do so just anything that would let people burn like 10-15% would be ideal so that people would still need to do the remaining 10-15% to the next phase in the tequatl his normal mode and making straight burns (nearly) impossible. And maybe make the finger poison ticks a bit deadlier. That way people would have to do the original mechanics again: destroy the wall at jormag and escort golems through, move and kill riftstalkers at DBS to continue the fight, and keep jumping waves, using the turrets and killing/avoiding fingers at tequatl in between phases. The same could be done for any other world boss that's struggling: just give people no other option than doing the mechanics as they were intended instead of burning straight through them. Force people to move, because making people spread out is the biggest dps loss there is as it makes them miss out on boons. We can ask for quickness, alacrity and might to have less of an effect and decrease quickness from 50 to 25 attack speed, alac from 25 to 15 recharge and might from 30 extra pow/cond to 20 but those are things that won't happen anyway, so why bother asking for it as so many people above? Reworking/adjusting bosses is something they have shown to be willing to do in the past so that's what we should be asking for. Because adding mechanics and invulnerability phases to bosses are an easy way to force people to move and increase active participation. Decreasing dps across the board is something they won't do, since they have been doing the complete opposite for years: constantly lowering the bar for new people to make it even easier than it already was to get into the game.
  10. In general, repeating story isn't worth it (at least not for the rewards). You can just buy infinite portal scrolls from the zones where you've been with your main, or use teleport to friend to get in zones of which you haven't done the story. But if you still need a lot of achies, you might as well just redo them with an alt if you'd have to replay all the chapters with your main anyway. If you only miss a single achie here and there, you could just replay parts of the story on your main instead of redoing the whole episode on an alt. However, there are certain episodes that can be nice to repeat on all your alts like the Tangled Paths episode from Living World s2 since it's a pretty fast one once you've done it a few times, and it gives you a black lion key at the end. To get access to your elites, you'll need the hero points yeah, doing events will do nothing in order to get elite skills (that's just to get more exp/karma/whatever loot you get from them). Keep in mind that for hero points, the tyria onces give you 1 each, while the ones in expansions will give you 10 each. So the fastest way is to join a hp run for expansion zones that just trains through all the hp's of that expansion. On the other side, if you get a tyria world completion while going for the tyria hp's, you get 2 gifts of exploration which are worth around 600-650g each. Alternatively, if you have done (or are doing) WvW. You can buy hp scrolls for proofs/testimonies of heroics which unlock random hp's that you're missing, for the expansion zone that you bought them for. That way you can unlock the elite spec you want in just a matter of seconds and a few clicks edit: as for what prof you want to use your lvl 80 booster on, just use it on whatever you think you'll like most. If you want to play dragonhunter/firebrand/willbender, go for the guard as suggested above, but if you want to play berserker/spellbreaker/bladesworn, don't let other people their ideas stop you from picking it. Everything can be good, it's just a matter of what you like and what you don't like. Playing something just because the "meta" says it can do a few K extra dps over other classes if both do perfect rotations, will not last for long. Your best bet is always to play what you like the most and suits your playstyle, cause that will last the longest. It will result in the best option in the end, giving you most joy and will result in better dps because of the amount of time you spend playing it.
  11. After all this time that linking has been introduced instead of the single server elo matchup system, I still don't get why it's necessary to have 3 single servers in EU and convict them to a sentence of 2 months in the lowest tier with zero fun. Just make 3 groups of 3 and 9 of 2 until wvw restructuring is done.. Seafarer and Drakkar have been stuck in t5 for a month after they dropped down from their original tiers, just like riverside and gandara once they've dropped down from the tiers they're currently in. Riverside with a link was t3 at best and now they have none, that's worse than a bad joke.. The only reason Baruch Bay can stay in t4 instead of t5 is because it's the only Spanish server and they come alive at night but they deserve a link to be able to fight during the day as well. Having single servers for all this time is just such an extremely poor solution because it's literally saying "hey, we don't care about you for the next two months, go do something else than wvw for the time being and hope you get a link next time"
  12. Their defense is that they're just there for the infusion yeah, and they want to kill it asap to move onto the next boss. But it doesn't make sense since all the meta's are on fixed timers so you have to wait for the next one anyway, even if you do a dragonstorm in between you can just join in on a fresh seitung meta. The few extra mins it takes to kill the riftstalkers doesn't make them miss out on anything. If they'd go for the stalkers and have bought the map's karma buff, you can easily get 10k karma by tagging trash mobs along with the champ bags. But they're blinded by the shiny carrot, being the infusion, that most of them will never get. But tbh I didn't make this because of people missing out on loot or wanting extra loot from the stalkers. What concerned me is that people are getting shut down (wasn't the 1st time it happened) for suggesting to do an event the way it was intended, while he actually made a fair point. Any time I join for DBS after reset, it's always a straight burn without going for stalkers because that's just the way DBS is being done now. I stopped caring about it long ago since I know for 99% certainty that it's not going to be changed anyway, even though I liked the event more when people went after the stalkers. But that doesn't give people the right to straight up bully people who ask a genuine question which is in fact the most profitable way to do the event.
  13. It's pretty obvious that Death-Branded Shatterer in Jahai Bluffs isn't working as intended anymore since a long time. The Kralkatorrik's Intervention stacks from riftstalkers that are healing him while the stalkers are up are not enough anymore to force people to kill the stalkers. Instead of moving at 75-50-25% to kill the riftstalkers, full squads can just stay on the boss and ignore all the stalkers. It's been like that for a long time now and people can do things the way they like, but yesterday when I saw someone make a comment about why they weren't killing the stalkers, the guy got annihilated in the chat for his audacity to suggest to do the event the way it was intended. People are always going to go for the easiest/laziest way to do things, so protect people from themselves and just give DBS a real immunity buff against all damage from the moment any riftstalker is up until the last one of them is killed so everyone is forced to go for the riftstalkers. For the ones that are going to roast me for daring to make a suggestion like this in fear of them missing out on the next meta boss: the two minutes you would lose from killing the stalkers aren't going to make you miss out any other boss. Most of the time it's DBS-private dragonstorm-seitung so even with an extra 2mins on DBS, you'll still make it to seitung with doing a dragonstorm in between. It's not a matter of missing out on loot, it's a matter of just dps'ing straight through a mechanic that was supposed to prevent that. Cheers.
  14. You're out of this world when it comes to racing though, I was talking about mortal times, not deity ones I wonder how much you could shave off with a full boat, should still be a few secs
  15. While I agree about low intensity builds doing way too much dps and hence not giving people much of an incentive to learn more complicated builds for a small extra amount of dps, it's not really on topic. Sure, the game has evolved to some vanilla state where people want to get everything with zero effort (like the whole Soo Won discussion), but there are just some fundamental problems with these skiff races. As I said, you can just gift top times to people while they don't need to do anything. Like, an hour ago I just gave someone who happened to be there and could barely steer a skiff the 20th place on the all time leader board just because it's possible. If like the top 5 people decide to cruise through it with their guilds, no one else will even be able to get a "ranked" top 1k spot anymore. It just seems really odd design that passengers can set times. That was the major point I wanted to address here, while leaving the perma boosting from emotes in the middle, at least the skiff owner still needs to be able to control the skiff properly in that case. But as long as passengers can set times, all the numbered 1k spots are just out there by the grace of the few fastest people until they decide to fill all those spots up, just because they can. With the griffon races all across the world, I've always had fun trying to go for like top 200 spots as it was an incentive for me to keep pushing. So before adding other skiff adventures, I think it's important to think about whether it's really a good idea to let passengers keep setting times before it's basically the same few people handing out near perfect laps that people won't be able to beat. So plz leave the vanilla game raid/jp topics aside and focus on how we can keep skiff adventures entertaining?
  16. I'd like to point out some things about the skiff adventure since I suppose it's something they'll keep adding more of in the future (which would be awesome). To start with, I really like the concept and this first track pretty much nailed it. Really having a lot of fun while trying to get personal best times. Would be great if these would be added to some EoD zones as well since it's perfectly possible to add both shorter and larger ones in Seitung/Kaineng/Dragon's End, just Echovald wouldn't really have enough space for a decent distance race. It's also nice how an upgraded Jade bot with things like Skiff Supercharger and Mount Energy Booster can give you a small edge over others, depending on how much you've upgraded them. However, there are two things that are interfering a bit with the intention of it being a time trial or a course that you have to complete as fast as you can on your own. The 1st thing that I'll kinda leave in the middle ground, is that you need 4 passengers to go for top times. Because each emote that's being performed, adds 10 endurance. So you want to have 4 people spamming emotes the entire course, to achieve pretty much permanent Turbo Boost. Is it something that's fun to cruise in open world? Sure. But it seems kinda odd that you "need" 4 people doing nothing but spamming emotes to help you out when you want to try and go for your best personal time. It's not like it's something active, like for example leaning towards the inside into corners at the right moment or anything, it's just spamming keys off cd. Secondly, everyone present on the skiff can start the adventure, along with the one steering. So 4 people get times, for not actually doing the adventure, but for going along with the skiff owner and spamming emotes non stop. That just totally doesn't seem like the intention of an adventure with personal times and some kind of personal skill. I took a friend along that hasn't even played EoD yet and she now has a top 100 time while she doesn't even have a skiff yet.. That just seems kind of unintended no? :p I think on the Lab Cliffs adventure, the difference between a top solo time and a top party time is somewhere around 10-12 seconds (don't know the updated top time but a week ago I've seen a 1:28 from a group while from solo I've seen a 1:38, so it's not a minor difference but really a lot. I wonder how other people think about this for future skiff adventures and what possible solutions there would be. Whether it would be something that locks passengers from being able to start the challenge if they aren't the skiff's owner, or something like passengers being kicked from the skiff entirely upon starting a skiff adventure to prevent perma Turbo Boosting and making it more strategical where to use your boost, or something else? Cheers
  17. As more and more people continue their quest to obtain a fragment of Zhaitan's power, even if just momentarily, the campsite is becoming overly crowded. New tents continue to rise upon the rocky soil, conditions are harsh and food is scarce. The nearest freshwater spring is a 2 days walk away, out of reach of Orr's lingering corruption. The number of deaths increases day by day. Yet we keep on pushing the boundaries of the impossible: surviving long enough to witness Zhaitan's power force his brother's power to withdraw from the crystal. By this time, it would be a miracle if we live to see this with our own eyes before fading from this world. As a strange void starts to linger in my head, I fight against the sleep, as I don't know whether I'll make it through another night.. I ... Can ..... ..... ... Not ... ... ... ... .... ... Slee____________
  18. Took 4 months to finally get the "hide behind the crystal to avoid the tsunami achie" in DE to work, which was actually part of new content. Other old content that's bugged just simply seems to have zero priority and be completely neglected, like the champion Trasher event in SW have been bugged for over 5 years so if you need any achie involving the icebrood construct, I'd say forget about it, come back in a year or 2 and hope for the best It's just sad how low bugfixing is on the priority list while we get other updates nobody asked for like all the dungeon currencies being united, which caused new bugs since some people can't buy anything from the vendor anymore while having all the dungeon titles etc.. They just keep adding stuff to the "things-to-debug" pile with every update, pushing other things further down the line
  19. It was sarcasm, but since you take it so seriously: it's not because other guardian builds are OP that prec isn't important for power dh. Not everyone wants to play cfb, so yeah, there are probably people out there that care 😛
  20. Thx for the easily accessible +5% crit chance on guard like on all other profs. I'm pretty sure it was just left out to positively surprise us on Tuesday. 😒
  21. Second time I got it now. When mounting the roller beetle, it automatically speeds up immediately even though it's not downhill. Even on uphill terrain it just keeps going full speed instead of slowing down. Have to admit, great for map comping since you don't need to worry about endurance to boost xD. It's not the boosting that's stuck though (cause there's no boosting flame and you don't get an insta speed boost), it's more like a fast gradual increase until you're at top speed and then it remains going at full speed no matter the terrain. It's persisting after dismounting, so you can commune, do combat, use other mounts, and when you go back to beetle it will still speed up automatically really quickly. It's lost on map change though (or joining another IP of the same map). No idea what's triggering it though.
  22. The problem of the DE meta is not its difficulty. It already wasn't with only 15% success rate and it definitely isn't now with its 60% success rate. The problem of the meta is the lack of rewards and time that's "lost" in case it fails. It's not like insta joining a 10 minute thing and failing it, it's getting into a decent map first, building up buffs required to try to get it done comfortably (yes, I know don't necessarily need the buffs but still..). All in all the rewards for succeeding do not outweigh the lack of obtaining anything at all in case you fail, and the addition of a carrot like an infusion isn't changing anything to that. What this meta needs is a progression based reward system based on the amount of events that you did that procs rewards every 10-15mins until the meta is done so that your time "trying" to get the kill is never wasted, even if you don't make it. If that would be the case, the whining about not getting the kill wouldn't be so loud anymore either. Talking from my own experience: upon release I did it 3 times with pugs and failed but didn't really care as I was learning mechanics. Then I felt like I got the hang of it, joined discord, got the daily kill for a couple of days and stopped doing it after a week or so because it wasn't worth the time despite getting the rewards for getting the kill every attempt. The addition of the daily antique summoning stone didn't change anything to that imo and neither does the addition of the infusion. So I refrain from doing it until rewards are worth the time or when there's a day that I really don't have anything better to do. But then again I'd rather do a Dragon's Stand during more or less the same time and loot 70+ noxious pods on such a day than doing a DE meta.. But again the issue is not the fight, it's the lack of guaranteed rewards for the time spent on it (like, even if for example DS would be stuck at towers, you could still loot pods at the 6 camps, in DE you get absolutely nothing, THAT is the major flaw, not the supposed difficulty of the fight.)
  23. It's nice to have another reply about an incoming fix, but tbh, this game just needs a thorough bug-cleanse/world polish/code polish update sometime soon instead of more new zones or a part of your playerbase is going to fall apart when a new gamebreaking MMO comes out like what GW2 was 10 years ago. Nearly every patch breaks something seemingly unrelated, some bugs have been in game but not addressed for several years. For example, after Silverwastes Vinewrath, when you do the champ train: the last champion trasher that's supposed to spawn in the area south of the champion bandit is never spawning while the champion trasher event bar still pops up. It's been like that for over 5 years now, reported it several times back in the day but I just stopped doing that, and stopped reporting any bugs at all. Because why bother reporting bugs if they stay unaddressed anyways? 100cm dark AI still jumps all over the place and the lasers spawn halfway the arena instead of near the edge if you break the breakbar during the window that triggers it, even 98cm (nightmare) has a bug where you don't get a dome during the final 15%. There are plenty of no fly/mount zones around jumping puzzles, but by using bond of faith, you can still bypass a lot of them. You can still get under maps very easily, there are still bots in the game harvesting elder wood under the map in Orr (I've seen them, even vidded it but we can't do anything with it, because one of my friends that recorded it as well and filed a customer support ticket was told "not to go under the map anymore, even if it was meant for reporting bots or they would take action against him for going under the map") The game is full of bugs, ones more visible and more recurring than others, Anet is aware of it and chooses to ignore it, and (like me), other veteran players have just stopped reporting them because it feels like our reports are left unaddressed anyways. So, we choose to ignore them as well until some other MMO comes along that we can spend the next 10 years on because any effort we put into trying to keep this game enjoyable seems to land in deaf ears anyways and is a waste of time. Just like this post, but I couldn't help myself because I still love the game for what it once was. So seriously, take this bug as your final wake-up call and start getting your priorities straight. Polish what you currently have, focus on bugfixing, adjust your multiboxing policy because those are annoying as hell as well, and value your community by offering small (useless) gestures if bugs like these do occur. Even if it's just 5 heroes banners and 10k karma for the entire player base, it's the gesture and acknowledging that the bug should have been fixed way faster that counts. Do it before your playerbase breaks and an exodus starts because once an exodus begins, you won't be able to turn it around, Wow couldn't either.
  24. Well, Tuesday it's going to be two weeks this bug has been around. We've got a "we're aware of it" after two days, and a "one engineer is on the case and a fix is incoming" last Wednesday. Meanwhile we still don't have a simple explanation about what's actually the cause of it and why it's taking so freaking long to fix it. Anyone with lots of characters is forced to either stick to 1 char for the time being, or restart the client every few char swaps. I can tell you that I have tried to get friends back into playing the game for the expansion, and the few that stuck around have thrown the towel again by now because of this bug just being annoying as hell. The little faith I managed to restore, crushed by the disability of giving people a simple explanation why a horrible bug like this has been around for nearly two weeks now. However much is being claimed to "listen to your community", the communication is still so utterly lackluster. People who don't login much still have no clue about why they're getting stuck, people need to ask friends/guildies or come to the forum to realise it's not their pc that's the issue but a bug. There are so many pointless updates in the "Latest news" section when logging in, why not put a message in there saying "dealing with persistant bug that causes character swapping issues" so everyone is aware that the issue is not on their end? Really disappointed in the way the entire issue has been handled, both the communication and resolving it.
  25. Exactly. It's a bug that directly influences the game experience from everyone with a high number of characters (sidenote: people that are invested into this game) and all we got in a week time is a "we're looking into it". For me with 60 chars, it bugs out constantly to the point that I stopped playing my main acc aside from just doing sab dailies on 1 char. It forced me to put a power and condi gear set on the same char to do raids tonight, cause otherwise I'd have to restart the game any time I'd swap between power virtuoso and condi RR. It's directly affecting people their routines and we still don't have an explanation about what's possibly causing it, we are still just "guessing". If there isn't a consensus yet about what's causing it or if there isn't a guaranteed fix incoming soon, why doesn't SAB just get shelved for the time being until the issue is identified and resolved? SAB could just be activated again afterwards and extended by the duration that's needed to address the issue, cause it's driving a part of your playerbase insane.
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