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Kitta.3657

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Everything posted by Kitta.3657

  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.
  14. This is normal WvW reset event. There is nothing wrong in this. This report form is not for this. Misread the comment.
  15. Is it intended for this hair on both male/female humans to not dye the headband properly? It seems to only vary between black and greys no matter the color chosen. Here's a gif demonstrating what I mean: https://imgur.com/VxyM2jV And here's a screenshot of the same hairstyle applied ingame to show that the color issue is not only a preview one: https://i.imgur.com/y6qHO2x.png
  16. The problems of a condi virtuoso are completely disconnected from Power Mirage. I've been playing a power mirage in both PvP and WvW (small scale minus the short period of time where you could play a snowball perma dodging build) since the launch of it and you are missing the point. The point is: Why would you take condi virtuoso? what does it give you? You can do everything better with condi mirage ESPECIALLY in PvP. Nothing in the virtuoso kit competes with what mirage offers on such a level that it begs the question of why making a halfbaked one when you could focus on what virtuoso is actually offering. A lot of mirage offers to both in a way that virtuoso does not where it has traits that are so strong in both scenarios but virtuoso instead hyper focuses it's traits to a point where there is no variety. It's half-baked. Also I'm done with so much condi mesmer all the time.
  17. I am extremely disappointed with what is happening with Virtuoso. I feel we've been ignored on a mass scale. Issues of projectiles, issues with the F4 being too weak and virtuoso having no defense nor mobility to go with this and continually pushing a condi variant when it shouldn't exist in the first place... What is this?! Let mirage be the condi spec and bolster virtuoso's power and defensive options. 😐 It's really frustrating, I had hoped you would've heard us on how these issues make playing Virtuoso very problematic (especially the projectiles part) and found the majority of these changes to be so shallow. Anet, what are you even trying to make Virtuoso be? What is the flavor? It's a bit meh at everything (excluding dps numbers in pve only which were bound to be nerfed obviously so now that's gone). Virtuoso is a selfish dps with no utility and won't even compete as a dps alone. Will have no place in WvW too btw, 7th year of playing support chrono in large scale... I'm fed up.
  18. Will this also have the exclusion of weapons? Let's say I am swapping to hammer to mighty blow blast in a smoke field and then unequip my hammer, will my stealth be removed? I think this is an important clarification needed.
  19. After trying virtuoso, some issues became so glaring and so quickly that it compelled me to post my own feedback. These issues are from a WvW perspective and my suggestions are targeted at competitive modes but I have taken in consideration how one change would affect the other modes as well. Projectiles. Problem: This alone makes Virtuoso unplayable in WvW (large scale - small scale in WvW is closer to sPvP scaling so it doesn't hurt there the same way it does in large scale) as almost every single skill is a projectile and can be reflected or absorbed while projectile-hate has quite a high uptime in WvW. Mesmer lacks a build that can have competitive damage at large scale and this is the niche I think Virtuoso should fill in WvW. We don't need another duelist/roamer spec. Solution: a) Make the majority of the skills non-projectiles and keep the animation/cast time on them still allowing the possibility to dodge/block those skills. I believe all skills but dagger 2 should not be projectiles. The biggest pain point are the shatters though having all dagger skills a projectile also hurts. I will go in more details on my ideas of changes to dagger skills in a later point. b) Alternatively adding a trait that will alter Virtuoso's projectiles into a special type of piercing projectiles that cannot be reflected/absorbed but can be blocked. I believe Unblockable as an effect to be too powerful and is why a new type of effect for this would be required. This trait could either be a minor or major although I believe if a major trait, it makes such trait a mandatory trait which how I believe design of traits shouldn't be. This solution is a bit more convoluted than solution a but I thought this could be an alternative that leaves the projectiles flavor that seems to be desired from the design. Dagger. Problem: Damage values do not match the skills. The balance between projectile speed vs damage is not there yet. Also the range doesn't make sense to me, greatsword is plainly a better long range power weapon, staff is a better long range condi weapon, scepter is a better condi medium range weapon, axe is a better short range condi weapon. Dagger currently is competing with sword which is the short range power weapon while dagger has 1200 range, why? It feels like there is no defined purpose for this weapon while we are lacking the medium range power weapon. Solution: All dagger skills range lowered to 900. Damage value changes only in WvW/PvP. Dagger 1 no longer a projectile, very small bump up of the damage. Dagger 2 stays projectile but bump up the damage. Dagger 3 needs to either have it's speed bumped up or it's damage *significantly*. The damage value currently is way too low for how slow this skill is as it is insanely easy to sidestep. Then with the additional aspect of the skill being a projectile makes these 2 values even more undertuned. Something has to give. I'm uncertain whether this skill should be a projectile or not. I am tempted to feel like the skill can stay a projectile but is faster and higher damage. Traits. Problem: The attempt at offering 3 types of traits (utility-defensive/power dmg/condi dmg) has made the choices incredibly limited. I believe Virtuoso should have a power flavor and the condi angle does not belong on it. We already have Mirage which excels at condi making you think why would you choose condi Virtuoso when you could simply go Mirage and be more effective? Also the traits in general lack flavor. Solution: My suggestions here are not that helpful because I haven't thought of compelling replacements but I believe the condi traits should be replaced by flavorful traits that help power damage builds. Utility and Elite skills. Problem: Their damage values are simply too low in WvW/PvP. Some other fine tuning necessary. The current state of the elite skill is unplayable. Solution: Bump up damage on all utility skills in WvW/PvP only (besides the heal and Psychic Force). Rain of Swords should have a higher damage than Sword of Decimation since the latter has an enormous bigger impact with it's immobilize application. -Sword of Decimation; reduce the immobilize to 2 seconds and up the cast time to 3/4 of a second. -Psychic Force; lower cooldown to 35 seconds and the radius to 240. -Blade Renewal; lower cooldown to 45 seconds and lower the distortion duration to 2s. -Thousand Cuts; Up the damage, make the radius 130 and lower the range to 900. Keep the same cast time but maybe lower the duration depending on how much damage is augmented. Other comments I have on the elite specialization: - The visual effects are gorgeous but some are too obnoxious which would make me sad to see changed though for gameplay's sake, it is way too flashy and cluttering the screen far too much. - I like the change to sword 3 but I think the immobilize should remain on the skill either on the first part or on the flip part. Alternatively maybe replace with a daze. The cripple is really weak and I don't like that flavor, it feels like an unnecessary nerf to the skill considering baseline I could already port onto my target or use the immoblize+port for mindgames. - Auto-attack animation feels really wrong for a ranged skill. - Fix interaction between Mental Anguish and the shatters / Signet of the Ether / Illusionary Inspiration / Scepter auto-attack / Restorative Illusions. None of these work properly with blades. Thanks for reading!
  20. I think some of you are missing the point being made by OP - which is something I've been experiencing a lot in the last weeks. You aren't even allowed to queue as the game won't even let you press F on the portal (nothing to do with moving, this happens in AB pass as well). As it resets, out of nowhere the option to press F is gone and when it finally works, you get the queue prompt. This isn't happening to all individuals but it happens to multiple at the same time. This did not use to happen, this is a recent issue. It doesn't matter what WvW was in 2012, it doesn't matter about the other maps (do you ever play reset... especially on a relinked day?) because they'll be queued as well. Just trying to play organized with your own group and this is causing big headaches. I last 1hr in queue last night, once I made it to the map, the enemy stopped showing up and we ended it quickly afterwards. Getting queued sucks, it's something you learn to accept but not being allowed to queue at the same time as other players... Now that's a massive blow and it's clearly not an old issue, something has changed recently and I don't know they even know it's happening.
  21. No heal procs Mender's Purity since the May 11th patch actually. It's not just Mantra of Recovery. Hoping this is fixed in tuesday's patch.
  22. This is beyond great and makes me really excited, good stuff!
  23. I had to come back to thank you for fixing the Dev Tracker with this new redesign of the forums. It had been such a huge gripe of mine to not be able to use the previous version of it and how it broke the functionality. I've been awaiting for this fix for a few years now. It even works on mobile! Great job. I don't know if I'm feeling as positive about the alignation of the body. It feels odd to be off-center because of the embed twitter feed but I do think the idea to embed the twitter feed on the forums to be a good one. Maybe it just shouldn't be on every page and reserved for the main page of the forums instead. +1 for dark mode please.
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