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Reddof.5026

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  1. The graphical effect for moving faster in cities with Leader of the Pact appears to widen or narrow, depending on orientation relative to the cardinal directions of the map, and the race the player is playing as. For example: when traveling east or west as a human character, the effect is narrow; when traveling north or south as a human character, the effect is wider. When traveling east, south, or west as a charr character, the effect is narrow; when traveling north as a charr character, the effect is wider. As this effect is constant and includes a passive-buff icon, the visual effect is probably not needed. It obfuscates active effects, like swiftness, and creates unnecessary noise clutter. Consider making it function similar to the Guild Hall Move Speed passive buff, which has no visual effect? The tested version of this buff is for Leader of the Pact II; I am not sure if the effect is similar with version one, or version three of the same buff, as I cannot go back to test the previous iteration, and I don't yet have enough Central Tyria mastery points to reach the third tier of the buff. I already /bug-reported this issue in-game, but I thought it might be useful to also post it here, in the forums, to see if anyone else could provide additional information on the visual effects provided by tier one and three of the Leader of the Pact. These effects/buffs are provided by the Central Tyria mastery tracks under "Pact Commander": tier one is provided by "Pact Mentor"; tier two by "Supply Line Management"; and tier three by "Advanced Logistics." Additional note: the visual effect for swiftness does not seem affected by this issue, though this statement is only derived from testing by applying swiftness on characters outside of cities.
  2. Let me start by saying that I am thoroughly excited about this elite specialization; I love the idea of it, and it's fun to play around with. It feels like it needs a little work here and there to tighten up its sense of cohesion, but I don't think much work needs to be done to do that tightening. That being said, I'm no mechanics guru; I'm sure some of these suggestions will require scrutiny and refinement if they're to be taken seriously. These are meant more to play to the feel of the specialization and give that feeling a purpose/feedback loop without drastically altering what already exists. These ideas were also based on limited exposure to the specialization, and not an extremely in-depth analysis. SUGGESTIONS: Hammer 3: Hammer 3 skills either need: * an increased duration (maybe double the current?) to allow for other skills to be inserted into the pattern of building up for the grand finale, * or the ability to generate or throw skill 3 element orbs during any existing animation (think like the instant-cast Arcane utilities skills, Arcane Wave and Arcane Blast). Otherwise initiating the first hammer 3 skill leads the player into pushing through all elements in rapid order to fire them off, gating other skills behind cooldowns. In the current iteration, this feels a bit like throwing a stick into the spokes of a bike wheel; you can't use skills during, and are locked out of using skills afterward, until coming off of cooldowns. Which compounds with a similar issue involving the specialization's F5 mechanic. Specialization Mechanic (F5): For the class F5 skill: cooldowns plus energy buildup leads to too much downtime; the class is built around this mechanic, and it is fairly difficult to integrate into play. There have been many suggestions provided by others to fix this, but it is the stand out "feels off" element of the specialization. Being able to resituate the Sphere, increase its duration, or modify its behavior in some way to make it feel more impactful/relevant to the specialization, will go a long way to addressing this issue. Hammer Play General: The specialization is combo-centric; there are a few skills that induce spinning in their animations, and many other skills of this type elsewhere in the game induce whirl finishers when in effect; the hammer skills here (Hurricane of Pain, Air 2; Whirling Stones, Earth 2) do not. Additionally, the player's location should probably deal a minor amount of damage during the non-field spinning portion of Hurricane of Pain, as you know, they're spinning around like an idiot wielding a heavy, impactful object. Visual Flavor Changes: Visually, I'd probably also update the specialization to show the Jade Sphere floating over one of the Elementalist's shoulders; out of combat, it returns to this position and in combat it moves to the locations where deployed. This will make the class more identifiable and add a touch of flavor, much like the Engineer's Scrapper gyros. This is visible in the art assets representing the class and wouldn't feel out of place.
  3. The Phoenix Glider appears to render incorrectly when seen at normal viewing angles with DX11 on; it becomes completely transparent/invisible.
  4. Getting this same issue. Potentially related to the DX11 Beta. When viewed from what can be considered normal viewing angles, the Phoenix Glider is largely transparent to the point of being unseen.
  5. Issue #1: The dash effect (the little yellow lines that indicate a speed boost of some form, such as from the 15% party speed increase from the Tyria Mastery Supply Line Management), when applied, "widens" or "thins" depending on the direction a character is moving. When moving east and west on a map, it appears as it should be, relative to the width of a character's legs; north and south, however, causes this effect to widen outside of the scope of a character's legs. Turning gradually induces this effect based on the degree the character is turned. Issue #2: Charr desync with the running animations associated with the jackal mount when mounting while moving. The character will be bobbing incorrectly, moving in the opposite direction of the mount's animation (the character is missing the reins/handholds and so on). Transitioning into any other animation state (stopping moving and/or jumping/dashing) will resync the animation correctly. Issue #3: Though I have yet to determine what causes the issue directly, a character can occasionally become "improperly" oriented with the ground, relative to the angle of whatever plane they're standing on. The result is that you'll occasionally be stuck with a character that is standing on the ground, but stands at an angle that doesn't align with the horizon--such as standing on a sloped surface and a character tilted at a 45-degree angle. I'm assuming this is a bug related to how the engine is handling IK, and it's tilting the entire character, rather than adjusting a character's leg positions relative to the ground. This bug may occur with other character race/professions, but so far it seems to occur quite often with human/engineer. Though these issues are related to polish and presentation, the last issue can directly and negatively impact gameplay with things like jumping puzzles.
  6. Additionally, the four marked stones surrounding the mount's head persist for about a second or two after the mount is unsummoned; this also seems like a bug.
  7. Have had this skin for a while, and I am also experiencing the same "issue" of the teleport sound not existing/not functioning. It is unclear as to whether or not this was intentional, or just an oversight when the skin was put together.
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