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Ronan.9518

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Posts posted by Ronan.9518

  1. Apart from that it's not going to happen.

     

    So from your description what's going to happen

     

    All player flock to the team that already has the most players because it's most likely to win.

    Reward 15 gold + 3 warscore for having the biggest blob... (most likely)

    If the first team is "locked" the people either wait till someone else has joined the other teams or join the team that already has the second most players.

    Second team which will have the second most people will get

    10 gold + 2 warscore

    Third team which problaby has the least amount of players will get

    5 + 2,5 gold + 1 warscore.

     

    We will still have, big blob runs over everything else

    absolutely no incentive to join the group with the least people because you still get barely half the reward of the one that's going to win.

     

    So aside from adding a gold reward, what is this supposed to change?

     

    edit : oh right i forgot about the "fighting guilds"

    all those are if possible gonna stack together as well, so they can run over the pugs and get the highest gold reward

    edit3 : didn't see the comment about the different queues at first, might slightly reduce that problem but still the incentive for the strongest guilds to all join the same team is still there

     

     

    edit2: the warscore will just indicate who often enough joined the winning team not who is a force to be reckoned with, or from your example who escorted the most dolyaks while being on the winning team, yeah i'm definetly not gonna be afraid of that one

    edit4: it's unlikely that in a zerg one person does more than 50% damage of a opponents health, it discourages playing support specs if you aim for "warscore"

    so it seems the 1 warscore per 10 kills is only for smallscale & roames, but even for smallscale support exist which in a way would be discouraged to play in regard to the warscore

    if it's only aimed at roamers, so the roamer who snipes the most "pve'rs" doing their dailies and people running back to their group (with the later certainly being tactical gameplay)... it still doesn't say much about if he is a force to be reckoned with, needles to say something about killing pve'rs and  group build in nearly all cases are at an disadvantage to roamers

    in other words it's a system that heavily discouraged seeking opponents of equal skill/build/gear

     

     

  2. 2 hours ago, MarkBecks.6453 said:

    Entangle holding someone for 8-10 seconds is intended design.  If it didn't work correctly, that would be a bug...but it seems to be working great? 

    Its actually
    Damage                          4 x 508
    Bleeding                          8 and 3/4 seconds bleeding 968 damage
    Immobilize                    2 and 1/2 seconds, not 8-10 so its holding down for a much longer period
    Unless you can break away, 8-10 seconds gives ranger an advantage that allows him to use his skill 5 or 2 to wipe you, and you cant move. And yes, it follows you if you do, even though you only proc once, needs some work imo.

     

    Funny how you deliberately leave out the fact that the skill icon displays 5 stack for both Bleed and Immobalize.

    The skill has an initial hit and the vines pulse 4 times afterwards, so in total 5 stack of Bleed and 5 stacks of Immobalize.

    Immobalize stacks in duration. 5 x 2 seconds (which is the base, not the 2 1/2 you named) is.....

    • Haha 1
  3. On 10/12/2021 at 12:10 AM, Veprovina.4876 said:

    Wow! Thank you so much for the suggestions! I'll have to pull up the wiki for the codes to play with the combinations. 🙂

    snip

     

    You are aware that you can go to any bank npc, go to the wardrobe storage tab, and preview nearly any available skin in the game from there, (just click onto them, even if you don't have them unlocked yet)?

     

    Way more convenient than using chatcodes from the wiki.

    • Like 3
  4. Ok after logging in myself today and going into WvW and testing to swap builds.

     

    I can:

    Swap both, build and gear templates on own and enemy territory, inside or outside of structures. I tested those by using shortcuts for the template, the template-menu above the weapon swap and by clicking the templates in the hero pannel. It worked for all three.

     

    Not even the restrictions mentioned on the wiki seem to be true.

     

    So if it doesn't work for you there definetly seems to be something wrong, did you already try to repair your client?

    (And on that note, if you do so, don't minimize it, swap to another programm or anything like that while it's running because (at least for me) that seems to send the repair into a "not responding" state)

     

     

  5. Couldn't find the corresponding changelog to when it was changed, but remembered that they limited where in WvW you can use the templates to avoid that players: get out of battle, press build swap and immediatly reangage with another build.

    Personally thought it was only the starting area where you can use them but according to the wiki it's only possible inside your keep.

     

     

    https://wiki.guildwars2.com/wiki/Template#Build_Template

     

    It is not possible to swap to another build tab using templates outside your Keep in World versus World. Doing it manually is still possible. It is not possible to swap to another build tab while a PvP game is in progress.

     

     

    So the question is: Where in WvW did you try to swap your build?

    • Like 1
  6. The Rune is not bugged.

     

    What is bugged though is the tooltip for Swiftness in combination with this Rune as it should state  66% increased movement speed instead of the displayed 99%.

    This is already long known though:

    https://wiki.guildwars2.com/wiki/Superior_Rune_of_Speed#Notes

     

    For your testing of the Rune:

    Outside of Combat you rarely will notice the effect of the Rune as there is  cap on movement speed

    https://wiki.guildwars2.com/wiki/Movement_Speed

     

    Outside of Combat the default movememt speed is 294 units per second

    The absolute cap for movement speed (on foot) is 400 u/s

     

    That means effectively that outside of combat (without any movement impairing debuffs affecting you) any movementspeed increase above 36% will yield no addition effect as it would exceed the absolute cap.

     

    In combat your default movement speed is 210 u/s.

    So in combat (without movement impairing condition) movement buffs till up to 90% will have an effect.

     

    So if you want to test the effectivenss of Rune you either have to do so while in combat, or while affected by movement impairing conditions, to be able to notice a difference

     

     

     

    edit1: fixed the links

    edit2: fixed some typos

     

     

  7. @"Dreamscaper.7205" said:Hello, when I go to craft the Spiritwood staff shaft and head, there is no recipe for crafting it, and I can't find the ingredients to craft it from discovery. Is there somewhere that I can get the recipe for that, or does it have something to do with the Mystic Forge? I am at level 480 in Artificing, I believe.

    That you're only at lvl 480 for Artificer is the problem here.Those components require you to be at lvl 500

    https://wiki.guildwars2.com/wiki/Spiritwood_Staff_Shafthttps://wiki.guildwars2.com/wiki/Spiritwood_Staff_Head

  8. Since we are speaking of pistol, a ranged weapon here, I assume in the cases where you get de-stealthed there still was a bullet flying towards your target, that hit it after you got the stealth from the steal.That would explain why, it doesn't happen when you don't use 1/an attack before stealing, always when you have on AA, and less oftern when you have turned of the AA, in the cases where it did de-stealth you there you probably don't wait long enough that the last fired bullet has hit it's target before using steal.

    You can run into the same problem with the rifle of deadeye and the shortbow and while that surely is annoying it is no bug.

  9. @Linken.6345 said:So they are precasting meteor shower before fight how is this a bug that need to be fixed?they are not in combat so they can weapon swap

    Go to 0:45 in the video and watch exactly what they do, they are weapon swaping while in combat (the weapon swap is already greyed out). Same occurs several time afterwards. That has nothing to do with precasting.

    And from the way that seems to work, i would assume it is doable in pvp and wvw as well and as such definetly needs a fix.

  10. @"Zodi.8932" said:So today I tried to sell a load of materials on the trade post and they aren’t appearing in the sell list at all. Next I opened a load of fractal boxes and I can’t even sell all the junk to vendor as it’s not appearing. Is this a bug and how do I fix it?

    Lets start with the most obvious question. Are said items in an invisble bag (or any other bag that prevents its content to show at vendors and the BLC)?

  11. When you say you have completed all collections for Astralaria i assume you already have crafted the Precursor The Mechanism.

    If that is the case then yeah the next step is gather/craft all the remaining parts and start combining them in the mystic forge

    Thishttps://wiki.guildwars2.com/wiki/Astralaria#Full_material_listshould give a good overview what else is needed, what needs to be combined in the MF and what else needs to be crafted.

  12. For Gift of battle you don't need any big fights, zergs or anything of that sort, even though this may be the more "fun" solution.You just need to keep your participation up, which can easily be done with just flipping camps.

    Another approch though one that may take longer is: Do the WvW daylies whenever there are "easy" ones.Each daily gives you 1 (-2) https://wiki.guildwars2.com/wiki/Potion_of_WvW_Rewards . (For a full wvw track (only using those potions) you'll need 80).Those are something you could as well slowly stockpile with the dailies even if you are not currently in need of completing a certain reward track.

  13. @Nightcore.5621 said:

    @Smoosh.2718 said:Now all the charr can stretch and rockout together in queensdale!

    For sure. Now we just New a emote Window so we can click on the emotes so we dont have to remember all the emotes / names in head or look them up on the internet first. QoL for sure

    No need to check them on the internet, just use the /emotelist command ingame.

  14. Sounds to me like the key feature you want is that one person alone can decide who stays in the grp and who not (and can possible kick everyone else just to refill the ranks with people of their liking).

    So no a hard pass to that suggestion. The decision if someone gets kicked should stay with the vote of the grp majority. If someone is truly just afking getting the others to vote for a kick aswell shouldn't be that hard.

    And given that we had a grp leader system (always the one who opened a grp) at the beginning of the game (which in some cases got abused like mentioned above, kicking all others close to the end of a dungeon just to refill with friends/guildmates) that arena-net moved away from, I don't see why they ever would implement that again.

  15. @Danikat.8537 said:

    @Cuks.8241 said:Just having the skin and not having the account bound sword on you might be proof enough. I guess you can't get the skin before the sword is bound.

    That's a good point, you can't get the skin without having the sword. It's not even included in things like the Wardrobe Unlock. (And if it wasn't bound before it was deleted then deleting it would unlock the skin.)

    Especially for the Gen1 greatswords having the skin unlocked alone doesn't prove that it just got deleted, as you could (,even after unlocking the skin,) theoretically use those to craft Eternity , which then again could be sold/gifted/etc. .

  16. @Michael Conrad.6704 said:

    @"DeanBB.4268" said:I don't seem to have that problem with my Deadeye. Clicking the skill cancels it, as does weapon swap. What exactly happens for you?

    If I activate skill 5 (kneel) my character will kneel and then stand up again unless I immediately start shooting. Its as if the action on the toggle between kneel and stand is so sensitive "it can't make up its mind". I am sorry I can't think of another way to say it. In fact, my character will actually stand there and oscillate between the two positions indefinitely.

    Stupid question but:Did you by chance have the "autocast" active on the kneel skill (the thing that is commonly set to the first skill (ctrl + mouse 2 to active/deactivate by default, indicated by two arrows at the side of the skillpicture)).Because if i active that, my character stand up automatically after i kneel down.

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