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Elrey.5472

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Posts posted by Elrey.5472

  1. I have been Tempest for 8700 hours. Yup, I've been 8 years being a tempest, it's my favorite class and it's because of the dagger. Now this change makes my life very miserable and it's NOT FUN at all to play it.

    Seriously anet, why? I can understand the "not going past the enemy" change, okay, annoying but understandable to a certain degree. But....... WHY, seriously WHY does it needs to rush towards the target now if I am facing another direction? Really?! If I want to flee from combat, to hit 3 enemies at the same time by positioning myself or to move fast in a direction now it's impossible because these skills now go towards your target instead. I've just wiped at gorseval because I was trying to stop an add with 3 from dagger earth but the game made me unable to untarget a kitten wall in that fight (u know, they are really hard to un-target those walls due to hitbox) and my character dashed towards the outside, like... WTF?

    Please Anet, revert the change. This change single-handledly breaks all the fun of dagger on elementalist, to the point that I am about to stop playing elementalist after it's changed. It is not fun anymore.

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  2. 2 hours ago, Jake.7526 said:

    The burning speed and earthen rush changes on dagger main hand ele are so cursed for tempest. Because on tempest its not used for dps its used to move away from enemies or evade..

    Agreed. This is going to be a pain in the kitten now, if it stops on enemies...

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  3. 14 minutes ago, mythical.6315 said:

    The fix was not listed in the patch notes and i don’t think anyone has tested it since then due to there not being enough people for it and also because of Wintersday. 

    Exactly, it not being in the patchnotes made lot of us not even wanting to try in the mindset of "it's bugged anyway, why to bother". So please Anet add it on future patchnotes even if it's outdated patchnotes, that way you spread the word that it's fixed and we will have enough people to try it.

    • Like 4
  4. 32 minutes ago, Rubi Bayer.8493 said:

    Hi all, thank you for the heads up. I've been talking with our Customer Support team and they are aware thanks in part to your in-game reports--thank you for helping us out on that front. Please keep reporting and blocking as you come across it. 

    The game needs in-game moderators like 9 years ago, not only because of this issue but because of afk farming, lfg selling and many other activities that corrupt the players experience. Please bring back in-game moderators.

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  5. Quote

    Final Shielding: This trait no longer grants Arcane Shield when dropping below 50% health. Instead, it grants Arcane Shield after using an elite skill.

    This is terrible bad decission, it would only work if all elites has the same cooldown, which is not the case. I almost always use Fiery Greatsword elite, which is a 180s cooldown. Now with this change you kinda want me to use glyph of elementals which is only a 40s cooldown, if I want access to that shield. Of course the fix would be to lower the FGS cooldown because 180s is insane nowadays.

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  6. 1 hour ago, Stonemist.4680 said:

    We’ve also seen your feedback about how these beta events are communicated – some players were taken by surprise. For this beta, we relied on the GuildWars2.com blog and our social media accounts to broadcast the message. We’ll be looking into ways of improving the communication of these events without making it a nuisance for players.

    The game could desperately need an in-game browser. You already have it half-way with the way the trading post is created. Just drop a new icon top for "News" and drop there the information. Most of the time people won't read external sources but if it's inside the game (AND IMPORTANT: it has a red dot like when we have a new item in the trading post) we will read it. 

    Such a News system could be very helpful for everything in the game. Patchnotes specially would be great to be able to read them in-game. And let's not forget, having the wiki embedded as another icon would make the experience a lot better as well. 

    Just my 2cents.

    • Like 6
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  7. With the same exact build I was doing 24k on the aerodrome golem before patch.
    After patch and with a 7% more buff on Trascendent Tempest trait I am doing now 23k. Using the same exact build, same exact skills, same exact rotation that I've been using for months. 

    Can it be the change didn't make it live or it is bugged?

  8. 26 minutes ago, Josh Davis.7865 said:

    Hi all,

    The June 28 update highlighted that our approach to balancing professions and combat in Guild Wars 2 has not been fully aligned with the needs and expectations of our community. As we communicated in several posts over the last month and a half, we’re using this an opportunity to take a hard look at our internal processes and revise the Guild Wars 2 balance philosophy. We also added some new leaders into the team to help facilitate that effort. That work is still ongoing, and we look forward to sharing our updated balance philosophy with you as soon as we can.

    As we’ve been reading through your feedback on the August 23 preview, it became clear to us that one aspect of the previous balance approach was especially problematic. Specifically, making balance adjustments to PvE builds based on their potential under unrealistic, ideal conditions – conditions that are unlikely to be met unless you’re testing against a golem, or the player is extremely skilled. While these builds can definitely be an issue in a skilled player’s hands, often times the changes have an outsized impact to unrelated builds and average players. With that in mind, we’ll be reverting the changes to mirage in the August 23 update.

    This change in approach raises questions about previous changes that were made with a build’s ‘potential’ in mind, rather than the realistic output. We’ll be evaluating those prior changes on a case-by-case basis in future releases. This isn’t to say that we won’t address overperforming builds in the future, but we will focus more on builds that are dominating the meta, rather than builds that could theoretically dominate.

    For reference, these are the mirage changes that are being removed from the August 23 update:

    Axe:

    ·         Lingering Thoughts: (PvE only) Torment duration reduced from 4s to 3s.

    ·         Imaginary Axes: (PvE only) Torment duration reduced from 4s to 3s.

    Staff:

    ·         Chaos Vortex (Staff Ambush) (PvE only) Might stack count reduced from 8 to 5, Might duration reduced from 15s to 10s. Torment, Bleeding, and Confusion duration reduced from 8s to 7s.

    Thanks,

    Josh

    That is amazing news. I hope other classes can benefit from that train of thoughs. There are some classes that are really fun to play but get nerfed because the 0,01% of the players are able to do something insane with the class. And the nerf breaks the fun for the other 99,99% of the players that love playing that class and our performance is average. 

    I hope you can find a good way to avoid this issue (maybe a hard cap on DPS calculated by the server, where a player can't do more than 40k or something? IDK, it's probably something impossible in gw2 due to the way the engine works).

    • Like 28
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  9. So, from https://account.arena.net/overview now we can change our account name. Some of us already did it and found two random bugs.

    1: Some people still see us in-game with old different name. The workaround is to tell them to add us a custom nickname and then delete that custom nickname, and the game then re-sync the new name and they see us as it should be.

    2: On forum we still appear with the old name, ¿what can we do to re-sync the name? My account is now Aens, not Elrey

    • Like 1
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  10. One possible change that would make a lot of people happier and get you guys better feedback: A public test server (for balancing, not story. Let's avoid spoilers). Other MMOs already do it, they have a server where everyone (anyone that wants to create an account there) can test balancing, builds and theorycraft changes and gear min-maxing 1 month ahead of live release.  Those people interested in checking would undoubtely create an account there, while people not interested will just ignore it. But I feel that at least that's a lot better than a private discord with selected people. You would have better feedback and a more stable QA before release.

    Please consider it.

    • Like 20
  11. 3 hours ago, Sarius.9285 said:

    Still miss raids tho

    Agreed. The feeling of progression is completely lost with this strikes as they are just "a fight". And the raids format was amazing, already, specially for Spirit Vale mixing bosses, sub-bosses and events with interesting mechanics as tutorials (event before sabetha lets you train throwing green bombs, as example). 

    I really hope we get new raids with next Expansion.

    • Like 4
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  12. As far as I understand the need in US to represent non-binary people (where the movement is more standard), please Bobby consider that including non-binary characters creates a monumental issue of understanding sentences in another languages. In english you just need to change a pronoun and the entire sentence changes its meaning and makes sense. In spanish, almost ALL words have a female or male gender, so you end up changing so much words that it loses the meaning.
    I legit had a very hard time trying to understand what Yao was saying because they made up lot and lot of words. Literally I minimized the game and went to the official forums to report translation failures. The game managed to break the immersion and made me minimize to check something out of the game. And you know what I found? A thread in the official spanish forum with dozens of persons as confused as me. If that's not an issue for storytelling I don't know what could it be a bigger issue.

    Just to help you understand that issue, let me put some examples of how NB words work in my language:

    • English: She is a very cool character
    • English NB: They are a very cool character  <-- (I think, I'm not a native speaker)
    • Spanish: Ella es un personaje muy chulo
    • Spanish NB: Elle es une personaje muy chule <--  chule (as a noun) doesn't exists, nor it does "elle", and "une" has another meaning, which is to bind stuff together, instead of to enumerate something.
      If I translate it now back to English it says "Elle is bind character very cool" because as you know, Elle could be a name.

    There in this silly example I had to made up 2 words for a simple sentence of 6 words, and create a new meaning for a word which already has another meaning, 50% of a sentence of 6 words changed and it already completely lost its meaning. If I gave you a longer example you would not even understand what I'm trying to explain.

    Changing more than 50% of the words in a sentence create chaos, because in spanish "a character", which translates as "un personaje" uses a male representation for the word character. It's just how it goes. The rivers, houses, terrain, trees, animals, databases, skills, colors and virtually EVERYTHING are male or female nouns in spanish. It's the natural way of the language and it has been like that for centuries. It's a very rich language that it has been polished to today's standard.

    As I hope you understand with this post, being inclusive isn't as easy as "I change a word and I am inclusive with someone" like it happens with the english language. In spanish when you try to be inclusive you are creating gibberish and confussion in a sentence where you can mostly understand only 10 out of 30 words. And when it happens in 3-4 consecutive sentences, then your readers are literally unable to follow up the story due to gibberish (it happened to me) .

    Food for though.

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  13. Although it's an interesting topic, 99% of players probably won't even care. I'm not sure if expending time/resources on that was a good idea. That said, who am I to judge, I feel developers should always be encouraged to create what they feel passionated to do no matter the playerbase.

    I think I am conflicted between thinking of Cantha as a business product and thinking of Cantha as a lore expansion of a videogame.

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