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Kitta.3657

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  1. @Rubi Bayer.8493 Hi Rubi, will tomorrow's patch include this being fixed 🙂 ? Thank you
  2. Bumping my own thread since it wasn't addressed with today's patch and no word from the team on this.
  3. Patch notes say the cooldown was reduced to 18 seconds from 25 seconds. It's still the same 25 seconds in game. I've also checked all game modes to be certain it wasn't a part of the notes missing but it's the same in each. Sword of Decimation: Reduced cooldown from 25 seconds to 18 seconds. https://i.imgur.com/YoNvWno.png
  4. You've internalized something so banal and are asking the devs to change it to cater to this internalization you did... Surely you can see why people think your suggestion albeit not hard to do, to be absurd. You're taking personal offense over something that's not about you and not speaking about you. I'm sorry OP, but it's 100% on you. I wouldn't care if they did change it but you have to be more self-aware at how absurd your demand is and understand you're victimizing yourself and that'll never lead to anything good in life for you. There are some things that are worth adapting to make players more comfortable, especially ones with disability, but disabled people also understand there is a limit to what is reasonable. I have a completely different sense of time due to my ADHD, because of that I need to use timers addons for content like Sabetha or Dhuum because I'm unable to keep track of time while having to focus on what I am doing even though I'm able to multitask. Time works differently for me. I accept that this is a me thing and there's no reason for anet to do things differently. Now compare this to your complaint here. You feel insulted. That's all, that's literally all there is to it. You simply feel insulted. Clearly it's a YOU thing you need to work on rather than ask for things to be changed around you.
  5. I just came here to show my support of the original author's thread because I believe people who share our opinion don't want to engage with the forums enough for our side to be represented. I agree completely. At worse, give them their stupid turtle elsewhere but it is highly disheartening that the playerbase is ready to give up at the first instance of having to actually engage with the rich depth of the game's combat system on a bare minimum level.
  6. I've become a bit frustrated seeing so many people under the misconception that the reason they are failing this meta event is due to RNG while in reality if you've reached a point that the RNG is causing failure: you've already failed at previous checkpoints that would guarantee you a success. Because of this, people misdiagnose what needs to be changed about the meta and blame it entirely on RNG being a problem. The randomness addition to the patterns of the fight are actually what makes this meta significantly more compelling as it is not a 100% predictable overchoreographed dance that people simply just go through the motions. Having to adapt and the reactiveness of the GW2 combat is what makes this game's combat so satisfying and rich, this is what makes this meta event feel like the best they've ever created on top of adding back the need for teamwork between players (it's a mmo! bringing back the social parts of it is clearly something Anet has had in mind). So with all of this said, I believe I have refined the proper way to address the issues the community at large has to improve their experience and success rate while still asking them to put more effort in and adapt. The time investment is a pain point for people due to the pre-event section taking so long. solution: Reaching max readiness on all outposts triggers the meta escort part of the main event. This is rewarding players involved in doing the events everywhere around the map but also giving them the control to speed things up and not waste their time if they've been putting in this effort. Secondly, speeding up the rate at which events spawn will help the dead time and give more opportunities for players to get their stacks. Guaranteeing 2 breakbars per fight would help afford more chances to turn things around for groups who are struggling with damage and diminish the impact of the bad RNG on those groups (as implied earlier, RNG is not a factor in failures for good groups, this is only hurting groups which have already failed previous aspects of the fight). Potential to add more breakbars but these being non-guaranteed. Make sure breakbars don't spawn at specific time/hp% (so it keeps this adaptive aspect to the fight) but also never while a tail is up. and make sure that no tail spawn while Soo-Won has the exposed debuff. This is the other RNG part that is impacting struggling groups. Alternatively, another idea could be to change the way breakbars happen. Breakbars could be tied to the tail mechanic instead meaning in order to get the exposed debuff on Soo-Won, you have to break the tail instead of damaging it. This idea would require reconsideration of numbers as to not make it too easy and also eliminate a mechanic entirely which is the damage reduction buff she gains from having her tail up so with this in mind, it is not my preferred suggestion but I believe it is worth sharing as well. In conclusion, I believe players have had too big of a knee-jerk reaction to having to interact with the combat system's depth and require more coordination/communication than they've been used to in open world PvE which I believe is actually a great improvement from Anet's part. With time, players WILL learn about the ins and out of the fight and the success rate should be around Chak Gerent level where if you have suboptimal planification compared to what is required of you: you should fail but would have a consistent success rate. We are 1 week into the new expansion, please show patience.
  7. No, what I am saying is tighten up the randomness so it gives more wiggle room for people, I'm not sayingthe randomness is the source of the failures but rather that less randomness in the exact way I've described (comparatively to what I've seen suggested) would give the groups who struggle more a better chance to fix their already past mistakes. I thought that was quite clear without being rude but they are failing because they aren't prepared like they believe they are, they are failing mechanics, they are not doing enough dmg, they aren't bringing proper builds, they aren't utilizing the combat's system design of boon sharing, etc. Because if you did ALL of those things right, like they claim, then the RNG can be bypassed EASILY and this over and over! As groups who do these things aren't somehow lucky just because... that's ridiculous. They're succeeding through the randomness every time because they've done the rest of the fight right. There's this commander that streamed for 12 hours straight of DE meta and didn't fail once. You think throughout all of this his groups wouldn't have encountered such bad RNG that the players who keep on ragging on that is the reason they are failing, would've also caused him to fail at some point? He has literally never failed the meta and been playing with different groups all the time. This is what I'm talking about when I say that RNG isn't the source of the failure, I'm never saying that it isn't impacting groups but simply that if they do the rest correctly, the RNG will not punish them as harshly as they believe it is doing so. So my solutions purpose is to allow them more safety-net to recover from failing the checkpoints while also asking effort from them to succeed. When you say "The RNG can make the boss invulnerable for half the fight, not including mechanics such as wisps or mini-bosses." I sense a massive overexaggerating sprinkled with unintended bad transitions between phases (which they already tried to address in a patch and seems to not be enough yet) but has nothing to do directly with RNG. People are giving themselves excuses that they failed rather than readjusting their approach. At this point, I personally have only failed this meta 3 times, with 1 due to a straight up bug where she NEVER came back after the wisps, and the other 2 being lack of organization (the commander learning the fight as he goes) and the whole mess with wisps pre-patch. Every single meta I've done since has been a success. I'm not just a terribly lucky player, again, that's not how this works lol. I believe that people can have the same level of success I'm having but I also want to alleviate the pain points they are going through, I do not want to see this meta nerfed.
  8. I've become a bit frustrated seeing so many people under the misconception that the reason they are failing this meta event is due to RNG while in reality if you've reached a point that the RNG is causing failure: you've already failed at previous checkpoints that would guarantee you a success. Because of this, people misdiagnose what needs to be changed about the meta and blame it entirely on RNG being a problem. The randomness addition to the patterns of the fight are actually what makes this meta significantly more compelling as it is not a 100% predictable overchoreographed dance that people simply just go through the motions. Having to adapt and the reactiveness of the GW2 combat is what makes this game's combat so satisfying and rich, this is what makes this meta event feel like the best they've ever created on top of adding back the need for teamwork between players (it's a mmo! bringing back the social parts of it is clearly something Anet has had in mind). So with all of this said, I believe I have refined the proper way to address the issues the community at large has to improve their experience and success rate while still asking them to put more effort in and adapt. The time investment is a pain point for people due to the pre-event section taking so long. solution: Reaching max readiness on all outposts triggers the meta escort part of the main event. This is rewarding players involved in doing the events everywhere around the map but also giving them the control to speed things up and not waste their time if they've been putting in this effort. Secondly, speeding up the rate at which events spawn will help the dead time and give more opportunities for players to get their stacks. Guaranteeing 2 breakbars per fight would help afford more chances to turn things around for groups who are struggling with damage and diminish the impact of the bad RNG on those groups (as implied earlier, RNG is not a factor in failures for good groups, this is only hurting groups which have already failed previous aspects of the fight). Potential to add more breakbars but these being non-guaranteed. Make sure breakbars don't spawn at specific time/hp% (so it keeps this adaptive aspect to the fight) but also never while a tail is up. and make sure that no tail spawn while Soo-Won has the exposed debuff. This is the other RNG part that is impacting struggling groups. Alternatively, another idea could be to change the way breakbars happen. Breakbars could be tied to the tail mechanic instead meaning in order to get the exposed debuff on Soo-Won, you have to break the tail instead of damaging it. This idea would require reconsideration of numbers as to not make it too easy and also eliminate a mechanic entirely which is the damage reduction buff she gains from having her tail up so with this in mind, it is not my preferred suggestion but I believe it is worth sharing as well. In conclusion, I believe players have had too big of a knee-jerk reaction to having to interact with the combat system's depth and require more coordination/communication than they've been used to in open world PvE which I believe is actually a great improvement from Anet's part. With time, players WILL learn about the ins and out of the fight and the success rate should be around Chak Gerent level where if you have suboptimal planification compared to what is required of you: you should fail but would have a consistent success rate. We are 1 week into the new expansion, please show patience.
  9. I think this response is absolutely the most appropriate way to answer to the feedback and I'm truly glad to see the intentional design of a challenging meta that requires players to interact with eachother for communication and coordination which in turns help form communities and bonds. People are way too self-centered to see why this type of design exists and it's something that gw2 has suffered from a lot over the years. I also find questionable the feet stomping from a playerbase that has had most rewards handed to them on a silver platter whose being asked to earn it. You don't need to be a super pro gamer (to all the people who feel personally victimized) to achieve success in this. We went in with proper organization of about 20 people - mainly WvWers so not even people who know the ins and out of pve - and the rest filled in through map and LFG, this after this patch and we easily won the encounter. This was my 2nd success (1 prior to patch) with only 5 attempts in total. As the knowledge of the encounter spreads, people will eventually adapt and it won't be an issue no more. The satisfying feeling from succeeding towards a challenge is already quite rewarding but adding a mount as part of the reward scheme is the cherry on top. It has made me appreciate the siege turtle far more than I think I would have if I just unlocked it as easily as I have with previous mounts. Plus it is implemented without an arbitrary timegate and in my opinion this is the right direction. This meta was truly a pleasant surprise out of End of Dragons and I'm really grateful the team chose this route, thank you!
  10. I have noticed that the 6 new Human Female faces have inconsistencies in what the sliders actually move compared to vanilla faces (first part of the video is for comparison purpose, I chose a vanilla face at random) and even within themselves. On 2 faces, the brow thickness slider doesn't even work which is what leads me to believe that none of these are intended. Here's a video of the observed issues and here's a list of all the sliders causing issues: Face 1: Iris Size Brow Thickness Lower Lip Lower Jaw Face 2: Eye Angle Iris Size Brow Thickness Nose Length Nose Height At Tip Cheeks Lower Jaw Faces 3 - 4 - 6: Lower Jaw Face 5: Eye Angle Iris Size Brow Thickness
  11. It's because currently, for the week of testing, previous servers do not exist anymore. If you didn't select a guild as your WvW guild before the deadline, you would be shuffled on criteria that's not clear to us for this beta though in the future things such as your hours played in wvw, your tmz, etc. will be influencing the server you are assigned to. I recommend reading previous posts about what World Restructuring is and why it's in development. So since you didn't make it through the deadline, the game saw you as a solo player and assigned you on a server that had place/required solo players. This is why I'm saying there's no issue with what happened in your case, the system worked as intended. If you were aware of the deadline before it and selected your guild in time and *then* on reset tonight you weren't assigned to the same server as your selected guild: this is what that report form is intended for, so they can investigate why that did not work. Hope that helps clearing it for you.
  12. I'm sorry the kicked back to the end of the queue was not what I was referring as not being wrong though I can guarantee to you this bug is not a new one, it has happened to me and my friends multiple times in the last year (and before too, it's a pretty old bug) but I am seeing that this bug happened to a lot of people tonight so there does seem to be something that triggered it more from this beta. Sorry again.
  13. You've been warned multiple times about the deadline and even in the post you're replying to they are telling you that you were too late. There's no bug or issue, you didn't make it to the deadline.
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