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gateless gate.8406

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Everything posted by gateless gate.8406

  1. 1. Easy Linux support 2. Playtime tracking 3. Keeping games in one place 4. Easy in-game chatting with Steam friends 5. Using SteamDeck for portable play 6. Wanting to support Steam 7. Wanting to support consumer choice 8. Achievement tracking/displaying I'm sure there are a few more reasons, but those are the ones that come to mind. Btw, I can confirm that using the -portal Provider workaround DOES allow Steam's Linux play for non-Steam GW2 accounts.
  2. Bug: During the Twisted Castle fight/event in raid wing 3, the "emboldened" effect never increases, regardless of wipe count.
  3. Hi Anet, I've encountered multiple bugs in EoD strikes recently: 1. Kaineng Overlook: During the mech/sniper phase, the sniper may become "friendly" (green) and therefore undamageable, halting the strike from progressing. This occurs often when the mech is killed first. Using the ziplines up to the sniper's perches may exacerbate the issue. Focusing down the sniper first resolves the issue. 2. Kaineng Overlook: After failing and then resetting the fight, the mech's "super laser beam" may begin randomly appearing on the ground, regardless of the phase. This was seen after the squad /gg during the mech/sniper phase, due to the above-mentioned bug. The phantom laser beam did not appear to inflict any damage to players. 3. Harvest Temple: After failing and then resetting the fight, Primordus' "super big chomp" may occur without any warning, ground AOE indicator, or wind-up.
  4. Nothing, I've basically quit after the announcement on the 30th. If they want to give me 1.5h of content every 4 months, then I will give them 1.5h of playtime every 4 months.
  5. It'll help players get better working in a group and performing mechanics. When they get used to strikes, raids will be easier for them. They specifically stated that it was intended to be a stepping stone into raids; not their replacement. Raid participation isn't low simply because raids are not easy enough/the playerbase is not skillful enough. Most of the current raids are already very easy (usually only the final bosses of each raid wing are difficult/require significant group coordination), so there is something else standing in the way. Corporations say many, many things. Not even close to all of them are true. Many are intended as "masking" statements that sound plausible enough (strikes could indeed be intended or meant as a stepping stone -- it's not a totally absurd statement, just mostly absurd), but in truth skirt around or distract from the more upsetting truth/plan. See the recent "a future expansion isn't off the table" comment. Yes, it isn't off the table, just as almost anything isn't off the table. But it's more than likely not in development. If the company stated as such, that would likely have a negative effect on player happiness/game marketability, so instead they respond with an answer that sounds better yet isn't truly a lie. This is how the vast majority of corporations strategize their public statements. It's not recommended to take them as plainly true.
  6. I really have no idea. Please, please tell me how killing an unrelated boss, with different mechanics, in a different setting/instance, will help a player learn the existing raid bosses? Or help PUG commanders find 10-man quickness/alacrity faster? That being said, Strikes might not be intended as a learning environment to get into raids. They might be intended to replace raids altogether as the game's 10-man content. That's my guess, personally.
  7. Overload water, Staff 5, heal shout, and there's a bunch of traits that cleanse.
  8. Very interesting stuff here. I love that you test off-meta builds. I'll second someone else's comment above and say that if you focused purely on finding the "easiest" builds possible, that would have even more value than what you're already doing. Maybe you can make a "best of the easiest" list/ranking within your guide? (I'm thinking builds without weapon swapping, with a lot of insta-casts or signets so you don't have to worry about interrupting autoattacks). Anyway, just my thoughts. Thanks for doing this!
  9. PLEASE don't do this. It is an amateur mistake. That other MMO which shall not be named tried this in one of its recent expansions by killing off a major, extremely powerful, and beloved character during a random leveling quest. Yeah, not good. GW2's writing has a couple problems (focusing on unlikable characters, not focusing on likeable characters -- or outright killing them) but this ain't it.
  10. OP is referring to this statement: https://twitter.com/Rubi_/status/1167834718907203584 It's a recent trend in game development. It involves 1) doing something unpopular, 2) cherry-picking the 1% toxic comments while ignoring the 99% of feedback that is simply harsh/negative but untoxic, 3) using social media to bring attention to those 1% toxic comments. This deflects attention away from the legitimate feedback and garners positive sympathy for the company that did the unpopular thing. Frequently, gaming news sites of a particular flavor (Kotaku, Polygon) will then publish an article or two about the incident (again focusing on the 1% toxic comments) to cement the victim narrative. Make of it what you will.
  11. Roadmaps are a marketing/communication/hype tool that can be used by any game that continuously releases content. See Warframe, Path of Exile, Destiny 2, etc. Exactly. As I said.Er, no. "Roadmaps are for games that release deliberately unfinished" vs. "Roadmaps are for any game [finished or unfinished] that wish to release continuous content." And before you argue that continuous content implies that the game couldn't have been released in a finished state, well, that would mean GW2 was released in an unfinished state (and it would therefore warrant a roadmap according to your first statement).
  12. WoW is a game with massive, massive nostalgia factor. It was a cultural phenomenon and formed a core part of many people's childhoods, teens, and early 20s. GW2 is a wonderful game but it doesn't have the cultural power to warrant such a project.
  13. Roadmaps are a marketing/communication/hype tool that can be used by any game that continuously releases content. See Warframe, Path of Exile, Destiny 2, etc.
  14. Your argument seems to be that, because one aspect of these trinkets requires LW/achievements, then that is what they are "basically all about" and they should require no other activity. By that logic, how do you reconcile the fact that legendary weapons require gift of mists but also require you to complete HoT/PoF content? And couldn't we also reverse that argument? Since the trinkets require a gift of mists, then THAT is what they're "basically all about," and ANet should remove the LW/achievement requirements.
  15. I’m fairly certain movement speed effects do indeed affect backpedaling and strafing. I couldn’t find any evidence to support that they don’t on the wiki or forums. They’re certainly less speed than forward motion, but It would be strange for movement increases to not influence all movement. I’ll test it when I get home later just to make sure Fairly certain based on what? I just tested it today; flipping on/off Shiro's Impossible Odds while strafing or backpeddling produced zero discernible effect. Obviously such a large modifier should produce an easily discernible difference, but it did not. Here is some additional confirmation: https://www.reddit.com/r/Guildwars2/comments/9wyjek/to_clear_up_some_confusion_around_rune_of_speed/e9oj75c/?context=8&depth=9 Was fairly certain based on my own memory and the lack of a mention of it on the wiki, but apparently I'm completely and totally wrong after testing it. Funny how you can play the game for 6+ years and not necessarily notice small details like that. I think some of it is that I don't utilize strafe much unless I'm using ranged weapons (because diagonal movement is still "forward movement"), so probably just never noticed that swiftness/traveller runes/etc. weren't actually increasing my strafe speed. And that's another thing, Traveller Runes (which I run on my Open World Renegade a lot) would "always be in effect" so it's not something I would notice anyway. Also I tested Superspeed with it just to help clarify your initial post and unfortunately Superspeed does not increase the strafe movement at all. Also worth noting that Strafe and Backpeddle are always the same speed regardless of in combat or out of combat. Anyway, thank you for bringing this to my attention! Always nice to learn new things Lastly, if anyone here edits the Wiki (I don't) should add somewhere under "Movement Speed" that Strafe and Backpeddle can't be increased at all. There's currently no mention of the fact it can't be increasedNo worries, it's very true how even veterans can miss these weird details. I use my Herald as my laidback open world character (with hammer as my primary weapon), so I was quite disappointed finding out that strafe speed can't be modified. Thanks for testing Superspeed as well, good to know.
  16. I’m fairly certain movement speed effects do indeed affect backpedaling and strafing. I couldn’t find any evidence to support that they don’t on the wiki or forums. They’re certainly less speed than forward motion, but It would be strange for movement increases to not influence all movement. I’ll test it when I get home later just to make sure Fairly certain based on what? I just tested it today; flipping on/off Shiro's Impossible Odds while strafing or backpeddling produced zero discernible effect. Obviously such a large modifier should produce an easily discernible difference, but it did not. Here is some additional confirmation: https://www.reddit.com/r/Guildwars2/comments/9wyjek/to_clear_up_some_confusion_around_rune_of_speed/e9oj75c/?context=8&depth=9
  17. RM does stack with other movement speed boosts (Swiftness being the most common), but it's still not that effective. Why? Out of combat, you can reach max movement speed with just 36% movement speed increase. Swiftness is 33%, meaning anything beyond the 3% gap between 33% and 36% is wasted.In combat, your backpeddle and strafe speeds are locked and can't be changed (except possibly by Superspeed -- I'm not sure on that one). Forward speed can be raised, however.The end result is that RM is virtually useless except in direct forward movement during combat, and no other situation.
  18. Underwater content is a nice break from land-based content. Simply stating "underwater sucks" is not an argument.Make sure your breather and underwater weapon are actually viable.Those two things aside, yes, the new underwater fractal sucks, just as the Molten rework sucks, and just as Deepstone/Siren suck. I'm actually amazed that they added player push/pull mechanics to underwater content. More and more evidence that ANet's game designers don't actually play their own game (and may not play any videogame at a serious level?). Hopefully the drop in fractal participation will make them actually put in effort + thought.
  19. Tempest is a perfectly viable healer. I use it to clear my pug raids every week (with Druid being the 2nd healer in the group).
  20. Greatly increase rewards for duplicate boss kills (ie, incentivize joining pugs even if you've already cleared that week).Either lower raid size to 5 man, or allow Chrono to give 10 man quickness/alacrity. Similarly, allow FB to give 10 man quickness.Continue broadening the range of viable healers, tanks, and DPS.Nerf the "pug killer" mechanics and mechanics that require extremely specific roles (Sabetha cannons, Xera leylines, Deimos hands).Improve raid-specific UI elements (eg, the ability to see a raid member's toughness).Put in worthwhile rewards for W5 and upwards. Weapon skins that look worse than gemstore skins ain't it.Any one of these would be a decent step towards saving raids.
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