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nosleepdemon.1368

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Posts posted by nosleepdemon.1368

  1. 9 hours ago, ElforTheLandStander.7052 said:

    I'm sorry, WHAT??? I've been doing the dart maze every time, and I'm almost done with my Toad/Storm collections. FFFFFFFFFF-

    ...could you perhaps explain or link a vid or something, to save me from having to do it 4 more times?

    Yes! If you look up SAB trib w2z2 speed run you will see it. So when you reach the dart maze you take a right after jumping the bridge - avoid the massive pile of finger missiles and head across the clouds. Once you reach the ‘cloud cliffs’ (dunno what else to call them) there is of course a fully wide bed of surprise spikes the developers thought would be enough to stop you taking that route. Except you can jump at the corner of the wall on the left and vault off it with a dodge jump to clear the trap. You’ll need to watch a video to see the exact location. The trick is to touch the wall at the apex of your jump and hit your dodge jump macro. If you succeed you will vault off the wall and cross the spikes. If you fail you will either be stopped by the wall (good ending) or just carry on into the spikes (not so good ending). It can take quite a few tries but as of this most recent patch it still works.

    The best bit is since the spikes were meant to be impassable, there appear to be no other traps on your way and you can safely reach the bell/fish pool/final cage area.

    I also didn’t know about this when doing the weapon collections, and I have never done a zero death run of this zone because of that obnoxious combo of trib cloud and dart hell.

  2. 7 hours ago, Randulf.7614 said:

    A brief history lesson for those who weren't here for 'The Saga of SAB'

    SAB was a pet project of a dev and a couple of colleagues in their own time as fun addition to LS1 and April Fools. Whilst World 1 was popular, World 2 was incredibly badly received. The backlash was so great, it demoralised the dev who worked on it as he didn't expect anyone to think bad of his work (he wrote a blog on the learning lesson later he gained from it explaining this) and the feedback overwhelmed the rest of the game so much it changed forever the communication relationship between community and dev teams. World 2 was changed to make it more streamlined and I am guessing it took the devs off other things inside normal development time to regain control of the SAB fiasco

    SAB went away for a while - partly because of this, partly because of Season 1 content having challenges to restore that they didn't want to commit time to. There was (the following year I think) a community event called "SAB or We Riot" to bring it back to the game, which eventually happened much later, but at that point development on the living world was so intense (alongside their forever secret projects), the rest of the game became neglected in a lot of places. Resources for content 3 weeks out of 52 wasn't going to happen and the original dev who made it on his own time, had long since left

    It's clearly not something they felt was worth development time, although they are aware of vocal community requests for it. 

    Personally I think they did a bang up job on test World 3 - balancing it between a shorter length and an interesting map. I'd like to see them continue

    The biggest issue in world 2 was the second zone. It still is to be honest; It’s by far the most arduous trib zone and even speed runs of it take comparatively ages. The other two zones are fine, and I think world 2 would be much better if one of the large set pieces in zone 2 was removed, e.g the dart maze. It’s also a bit concerning that the developers are actively removing ways to skip sections in trib mode, like the block to the right of the first gate in w1z1 that allowed players to double jump. There’s a similar area in w1z2 which allows you to skip the dart maze entirely at the cost of probably face planting into spikes a few times. I would simply stop completing that zone in trib mode if I had to face that stupid cloud in the maze again.

  3. They removed the pebble that allowed you to skip the most annoying bits of W1Z1 by executing a double jump near the first spawn gate. Whhhy? Now I have to roll the dice on having my character glitch and slow down in the bottomless pit corridor. Sigh.

  4. 5 hours ago, Luthan.5236 said:

    If the target is at the necklace the char actually throws it at the necklace - not in the mouth. This seems intended. (Though annoying.) I always try to be very careful since I noticed the first time years ago.

    Yeah the most likely way to succeed is to target KT and then aim at the mouth. I use the combat mode freelook camera which makes it a bit easier as the game presents a reticule.

    I did W2Z1-3 trib mode last night with framerate limiter set to 60 fps and didn’t notice anything out of the ordinary, except that w2z2 is and always will be the absolute antithesis of good level design.

  5. 1 hour ago, Player.2475 said:

    The game mode is as janky to me as it's always been. Some jumps are weird because the collision is much larger/smaller than the object, some failed jumps let you double jump and climb, enemy melee attacks seem to project a 180° hitbox in front of themselves with a sweet spot right at the base of their weapon where they can't hit you at all, monkeys and assasssins hip-checking you by running 200 range next to you,  king toad not swallowing the gem occasionally, checkpoints sometimes not launching you, faceplanting on some bouncing pads instead of being bounced by them... the list goes on.

    I think this sort of jank affects Guild Wars 2 as a whole but we do not notice it outside of SAB and some HoT adventures and LS3 jumping puzzles.

    Edit: Oh yeah and sometimes you slow down because the game registers you as having entered combat if you have recently taken damage.

    Yeah combat slowdown is something I am very careful of, none of the slowdown I experienced was due to that, it was because of input being received by the game out of order, or processing it out of order. For example in the maze in w1z1 you need to make some jumps over spike traps that require you to be running before jumping. I string together forward and jump fairly quickly. Sometimes the game reacts as if I hit jump first, resulting in vertical leap with little forward motion.

    Regarding checkpoints, almost none of them launched me, which was a bit annoying in trib mode as I use that leap to sometimes avoid danger.

    With the frame limiter on though all these issues seem to have gone away - input is registered in the same order as I activated it, dodge jump is reliable, checkpoints launch etc.

  6. 3 hours ago, Ashantara.8731 said:

    I finished World 1 yesterday and experienced none of the above issues.

    Perhaps there was something wrong with your internet connection?

    I wondered that too, but it is usually rock solid. I think the issue was the frame limiter was off. I recall having activated it in previous years and set it to 60fps for a consistent experience. I fiddled with it after making this post and did the bee race, everything felt normal again. Without the limiter on the variable framerate seems to affect character movement and actions.

  7. Edit #2 - Turn on the framerate limiter to reduce the issues I describe below:
     

    I just finished world 1 on normal and tribulation mode, and my God! What has happened? Frequent character run speed slowdown, slow jump, missing ledges, and King Toad is almost impossible to get with the crystal while his mouth is open. Plus, when you do finally kill him the killbox in front of his mouth activates immediately? This doesn’t feel right at all! It’s as if the pixel perfect jump behaviour is all messed up and imprecise, and the timing of things is wrong. I have all effects turned down to get maximum frame rate. Maybe that’s what’s messing me up? I will switch on 60 fps frame limiter for world 2 and see if that helps.

    Edit #1 - Setting the frame limiter to 60 fps seems to have fixed the inconsistent movement and action timing.

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  8. Yeah SAB is the best event content by far. Halloween is a far away second and the rest is nonsense. Hoping for some new retro weapons maybe this year. Trib mode for w3z1 would also be amazing, but unlikely. I wish ANet would dedicate more time to this than {preferred_content_of_other_posters} because that stuff is lame, and SAB is amazing.

    • Confused 3
  9. Ah here come the complaints about HoT being hard. So guys, you know this is an MMO right? It’s not single player. I don’t know if this is a cultural thing or what, but for some reason I often get the impression (outside of PvP) that many players want this game to be massively single player. HoT was only too hard if you a) Didn’t observe enemy behaviour b) Didn’t switch your build to be more defensive and c) Didn’t ask for help or group up. I really don’t think catering to players who haven’t actually learnt the game or who can’t/won’t interact with others is a good thing.

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  10. Verdant Brink was the absolute pinnacle of map and story mechanics brought together in my opinion. It was like the centre-piece of a well thought out album. Plenty of setup went into what ultimately became a hideous tactical error that the player was thrust into the middle of. It was perfect, and the difficulty spike made the situation feel much more believable and foreboding. I honestly loved HoT, the characters individually were mostly awful (as usual until LS3/4/SotO) but the environment, lore and the general ‘feel’ was spot on. Bonus points for playing a Sylvari, that was a neat touch too. PoF was a step back, there were some nice set pieces but the genius of say, Tangled Depths’s lanes was well and truly out the door. The story really only got entertaining in the Living Story, and only when Joko was present (a lot like Canuck). Still, it was miles better than the utter slop that was EoD. I actually just skipped that expansion after a couple of hours. SotO is much better, especially the characters!

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  11. HoT was by far their best expansion because it was such a logical step forward in every aspect of game design. It wasn’t Trump (lolwtf) that killed that effort though, it was the playerbase. ANet heard loud and clear that complex map design with epic meta events and moderately challenging foes that sometimes required… gasp: talking to other players were not what was desired. So instead we got EZ mode mechanics and design from then on out.

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  12. 16 hours ago, Holmindeboks.3490 said:

    I hope the EU push them to end this practise and that for eu all bl chest items would be purchaseable. Ridiculous that company’s stay healthy because of gamble addcitive ppl. Company’s should make real and good content instead of making money from gambling. 

    People should be allowed to gamble, but they should also be shown the exact odds so that they are as informed as possible about the likelihood of any sort of favourable outcome.

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  13. Putting that into perspective a bit, based on the HIGH end droprate for super rare of 0.3%, after 40 keys spent you’d still have an approximately 88% chance of NOT ever having seen a super rare (0.997^40=0.8867). And with each failed opening, that chance of never getting a super rare by the Xth attempt increases as the drop chance in each chest is independent. Super rare is, indeed, as described!

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  14. 6 hours ago, Lithril Ashwalker.6230 said:

    Feedback bubbles, siege turtle pet effects, revenant ventari tabs...all of it needs color coded for bloody sake

    Yep and not even seeing any combat text flash up to show that your attacks were consumed is a big problem. Actually the combat system in GW2 has some rather glaring shortcomings which become apparent in WvW. Not having enough feedback on whether your attacks even launched would be top of my list of issues to resolve. Or maybe I am missing something? I certainly have never seen the equivalent of "immune" show up on screen or even in combat logs for attacks I have initiated that vanished into thin air.

  15. 58 minutes ago, lvis.3824 said:

    Has anyone of you found a remotely playable axe-build for WvW or PvP ?
    It feels like a waste to play axe, every other weapon combination makes more sense. The setup of damage feels clunky, if you are not controlling / kiting your opponent or are stealthed it's an uphill fight as thief and Axe needs setup. The Damage is okay, but nothing that would justify the setup.
    Perhaps i did not yet find the right combination, tried a lot though.

     

    *Engi Shortbow is nice, btw, check it again perhaps.

    No, Axe/Pistol was my backup set for Rifle Dead-Eye (replacing Sword/Dagger) in WvW siege and large zerg fights because it was able to reliably hit opponents, unlike Rifle which just single targets and often, the shots just ... vanish into thin air. But it never had any synergy with my other weapons, it was just there because it was less kitten. Unfortunately now it can't hit anything either, so there's no point in me taking them, and in general no point in taking part in most zerg fights as a Thief; Anything with more than 5v5 becomes an unplayable mess of non-activating skills and weird latency issues. I've found the current meta to be basically unplayable in zergs anyway unless I am heal botting on my Rev, so it's OK as I prefer to roam (which was very hard on Rev). But it is a bit of a shame that both of my favourite professions ended up with rather clunky and ill fitting additions.

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  16. 42 minutes ago, The Game Slayer.7632 said:

    Hey guys, don't worry though. Ranger can still use long range shot or rapid fire while being outside 1500 range! This will surely be patched soon too.  /s

    Oh yeah I just assume at this point that you can't ever put a ranger out of range.

  17. 3 hours ago, Emeth Selch.5926 said:

    The axe is nice, but there are many targets it cannot hit. Not sure if intended.

    1. Shadow Behemoth portals: skill 3 cannot hit them (miss)

    2. Object on the grounds such as landmines: the axe cannot hit them at all

    3. Mouth of Mordremoth's body: skill 3 cannot hit it (miss)

    4. Jormag/Primordus Ley Line Siphons (Dragonstorm): skill 3 cannot hit them (miss)

     

    Those are the ones I've noticed so far, but I believe similar objects will behave the same way with Thief Axe.

    Can't hit siege either.

    • Like 2
  18. 6 hours ago, Xoranium.6481 said:

     

    Yep, fun while it lasted, now it's completely useless

    That explains why I couldn't land ANYTHING in the zerg fight earlier. I just gave up and thought it was down to skill activation lag. Are Thieves are just destined to be useless in zergs? That's OK I guess, I'm managing to hold my own in roaming now after a week's practice. Between Rev and Thief ANet sure managed to duff up the new weapons. Maybe other professions fared better?

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  19. 1 hour ago, Laosduude.1690 said:

    It's busted in WvW, so many unpredictable things you can do with it, it'll all get nerfed, so enjoy the bloopers for now. 

    I like it a lot as Deadeye condi in casual pve, just unload a bunch of condis with axe/pistol and fractal relic, I dislike the forced shadowstep of dagger offhand, but will prolly have to use it on more stationary enemies.

    Shadowstep sets you up for a stealth and weapon swap, it'd be nice to make it an optional second activation though because yeah that forced reposition is definitely not safe.

  20. 22 hours ago, paper.6230 said:

    This weapon is so unimaginatively designed, I hate it.

    I've expressed my feedback here: https://en-forum.guildwars2.com/topic/140597-expanded-weapon-proficiencies-beta-feedback-thief/page/5/#comment-2040639
    The weapon lacks complexity and synergy, as I said there, and I explained the reasons.

    For competitive modes it will always be a never-ending source of problems. It encourages passive, yet bullying and annoying gameplay, and this is always going to be frustrating on the receiving end (to an average player).

    The weapon only does damage, and if (or when) the damage gets nerfed, then nobody will play it, because it doesn't have anything to justify using it. So what's the next step? Start adding utility to it? How much dev time and money will it cost, how many iterations?

    ArenaNet would do everyone a favor if they just got back to the drawing board with Axe and started over. I believe the design is irredeemable at very core idea of it. There's easily 50 different and better ways to make it.

    The core idea is AoE cleave with longer range than Thief's other AoE abilities. The cost to that is potential setup time for burst, and positioning requirements, which can make it a bit chaotic and unpredictable. I don't think it's broken beyond repair, but Malice / resource usage needs to get fixed for sure. I also sort of wish it was just straight up power damage but that's just my selfish self after buying a pile of Marauder's equipment.

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