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jcbroe.4329

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  1. My Ticket response just told me to check my network, even though IT WORKS IN SAFE MODE WITH NETWORKING.Talk about smashing your face into a wall...
  2. First thing's first, I do have a way to bypass this but bypassing isn't a resolution. If I boot my computer in Safe Mode with Networking, then the Launcher loads the files correctly and continues on to the download and completes.But, I'd really like to work on fixing the root of the actual issue so I don't have to reboot my computer in Safe Mode to load every new patch, along with any other potential problems that could be created by whatever is interfering with the game when my computer is standard booted. Things I've tried that don't work:-Disabling Anti-Virus-assertsrv etc-repair (never even makes it to repairing files)-uninstall/reinstall (game gets uninstalled and then the error makes it so that it can't be reinstalled from the setup executable)-Removed RivaTuner and MSI Afterburner-Running GW2 as Administrator-Restarting the router-Port forwarding all relevant ports I am running the 64 bit version of the game. Windows 10. 32gb of RAM, 500gb of available hard drive memory, nvidia 1660 super with up to date drivers. I've submitted a support ticket but I'm getting taken through the ringer on the basic "have you tried turning it off and on again" level responses.Since it DOES work in Safe Mode (with Networking), then I assume it has to be some program or service running that runs in a Regular Boot that isn't running during Safe Mode, or some other difference in settings or etc.I have screenshots of all the background processes and running services in both Regular and Safe Mode from the Task Manager, but there's no guarantee that the problem is even being caused by something on these lists so I'm not sure brute force trial and error is the right plan of attack. Anybody have any ideas on what the issue could be? I'm going a little insane here trying to troubleshoot this virtually on my own here.
  3. Yeah the sword change has been absolutely awful. It's been untouchable since they changed it, and it really belongs in the dumpster now. Offhand Axe still has decent damage but you need to set that damage up, and the Barrage changes made it so that Barrage deals similar enough damage to Axe 5 and in a similar enough manner that the deciding factor comes to mainhand Axe or Dagger. Dagger is also garbage in PvP, so you're left with Axe, and Axe can be strong but so much damage was taken out of 2 that you're left with only autos and 3 being usable on a power build. Compare that to Longbow and Greatsword and it just can't compete. Skirmishing is awful still, and Nature Magic is now too weak to be a pickup on most builds because it's better just to invest in damage currently. Druid got guttered. I mean, seriously, seriously guttered. Repeatedly nerfed all throughout PoFs lifetime, even when it's a dead last place competitive pick. Nothing about it is usable in a serious environment anymore, and the entire traitline, utility set, and staff weapon need an overhaul. So there you have it. LB/GS Soulbeast or LB/GS Core Ranger. Maybe give Axe/Axe a go if you're feeling adventurous. Welcome back and try not to get too hung up over any of it, it's just not worth the effort when the major issues we pointed out since day 1 have fallen completely on deaf ears.
  4. I haven't had a problem with the single pet issue as much as the nerf to hard CC skills has inadvertently caused with pet choices. It feels like there are only 2 real choices if you want to do damage - Siamoth (pig family) and Gazelle. Smokescale lost a ton of it's Merge combo damage by losing damage from the Merged Knockdown, to the point where I don't even consider it a viable pick for a fight. There are 2 main issues being highlighted here - most pets just straight up aren't good, and pet merge skills and kits are almost all lackluster across the board. Before the patch, at least there was a bit more damage in some of the Soulbeast merge kits that with 2 pets, having a bad pet with a good kit covered the weakness of how bad the pet is. But now that you're forced to pick a good pet with a good kit - there's less that 5 fingers needed to count those pets on. In my opinion this all comes back to the glaring issue that Ranger has always needed a major pet overhaul. AI, pathing, skill changes and updates. And in all likelihood, because of the current "strength" of pets in those gamemodes, Soulbeast is likely about to be indirectly nerfed even harder when ANet starts messing with pet skill coefficients. Let's just hope that the message gets through this time that the pet mechanic has always been polarizing to balance and needs more than numerical tweaks to create a healthier balance across all the specializations, Soulbeast included. PS I've been running Gazelle on my Soulbeast build and the next time it comes into combat and runs off into Narnia or headbutts the air, I'm going to smash my keyboard.
  5. So just some things to add, obviously all opinion: The mechanics of Terror and Lightning Rod are obnoxious in a post-patch world. I'm not saying that anything is overpowered here, but free, significant damage on CCs in a paradigm that otherwise aims to make you capitalize on your CC to do damage is counterintuitive. These need to be reworked. "Condis applied to CC'd targets last longer" and "CC a target causes lightning to strike the area, dealing damage, after a delay" or anything that isn't their current iteration would be preferable. Retribution Herald and Core Necro, under the right circumstances, feel like their ability to tank and sustain damage is much too high relative to the damage that was taken out of the game. Thief is fine, but at some point it would be nice to rework the class to add some non-evade, non-stealth based sustainability back to the class so that they can exist in fights better and then remove pieces of their mobility proportionately so that they are no longer able to freely and effortlessly decap points. Having the advantage in a direct race to a point is fine, but decapping should be more of a tactical decision then "hey nobody is there go get it for no risk." Ranger. Always seems to be a big talking point on this forum. Lots of people that got killed by something they don't understand and think is easy then say its unfair, but also lots of people underselling its strengths. To this day, the class needs a total pet rework. Pets are buggy and barely hit, and that's been used to justify their damage and CC potential, and that's amplified by the fact that pets are the only class mechanic that can be disabled. Pets should be on a flat cooldown, no death penalty. Their big skills should be player controlled skills, whether its CC or significant damage. And beyond that, they should only really function as an autoattack. Also, fix their pathing and ability to hit targets. Soulbeast is fine. It feels fine and plays fine. Problem is that it's polarizing because Sic Em is the only thing making it viable, but it's also the only spec that can teamfight because of pet death penalty on Core and Druid. Sic Em is a very large damage modifier that shouldn't exist in this meta, but because it's polarizing it makes changing the spec impossible before changing Sic Em. Core and Soulbeast share too much in this regard. Rework the pets as mentioned so there is no death penalty, and then Core is basically the damage spec, Druid is the support spec, and Soulbeast can be the tankier, "able to stand here in this fight and do my part and not kite constantly." Speaking of Druid, can it finally get reworked into the support it deserves to be? I really don't care if the damage gets gutted, it needs to have the ability to tow the line alongside FBs and Tempests. There are HoT classes that seem like they're underperforming because their PoF counterparts are still too bloated (FB and Holo as example), and they're HoT specs that seem abandoned or overly nerfed or under-power-crept with the rest of the game (besides Druid - Chrono, Berserker as examples). There are only 5 slots on a team so not every spec can be optimal, but it would be nice to see a global design paradigm of "power, condi, support" or "mobile, tanky, damage" or "support, duel, teamfight" applied to the various specs and have them designed to fulfill that purpose.
  6. I have been playing since Early Access of GW2. I can transfer anywhere and am capable of gearing and playing any class, though I have spent more time on certain classes and have a higher skillset on them (FB, Necro, Herald, Scrapper, Tempest). My current preferred classes are Guardian, Necro, and Rev. I have been in BoRP with Veridian/Roy, RED with Hunting and many of TBT's current roster, mS or whatever guild name of the week with Gixx, KGA with Tibbs, Ruh Roh with Creepy and friends, and VII with shiri and the oldest living guild on CD. I am not looking to GvG, but will play rounds if I somehow get roped into that situation. I am looking to join up with a group that runs strong, solid, and serious in WvW. That wins fights and decides matchups. That anchors on a server instead of server hopping whenever a relink occurs. If you see me online, PM me in game, but otherwise, contact me on Discord @ jroh#1020 Please only approach me with real offers. No "PvE guild that sometimes WvWs" or "havoc/roaming squad." Thank you.
  7. Hey all, long time no see (better games out there to play). Just some thoughts: Power Stab - I get this change but it comes at an obnoxious time. People, myself included, have been asking in an attempt to reduce power creep for the separation of offensive and defensive functions in skills.But as @"Chaith.8256" mentioned elsewhere, it feels really, really bad when a mechanic like this that has existed since launch is suddenly changed on what currently appears to be an under-performing spec when things like Warrior Reckless Impact, Mirage Infinite Horizon, Revenant Unrelenting Assault, and Holosmith Thermal Release Valve/Vent Exhaust with arguably more pronounced and gamechanging effects get to continue to exist and are "safe" from the balance cycle until 2020 or PvP/WvW are shut down. The assumed reasoning and outcome of the change also gets muddled by:Stalker's Strike - Why? Increased damage on a defensive skill when damage should be minimal (really just there to break stealth) or removed on defensive skill, utility (ie new Power Stab) added back as needed. Also, the damage is meaningless??? It could be a 1000% damage buff on this skill and it would still be bad at doing damage. Even if this is for PvE benchmarking I can't imagine this being a useful change in any sense - it looks to me like a low hanging fruit mathematical change so the devs can say they updated the weapon and then never give it a second look to give it the update it actually needs. Counterattack - I like this change conceptually except for the removal of Crippling Throw. It feels really bad for the skill to automatically stop blocking to do some attack you may not want it to do. The Kick is actually the worst part of Greatsword imo, why are we keeping it? Why is a weapon designed for close range and keeping people close even equipped with a skill the does the opposite and displaces people?Since this change is already happening and this is all too late - please make the followup kick a Knockdown instead of a Knockback in the future. RIP Crippling Throw. Sword............I don't even know where to begin with this. You're taking a weapon that functions well already as a utility weapon but that PvE people want more damage on so that there is an actual rotation......and you're shuffling the skills around to alter the gameplay flow to provide less overall utility and no increase to damage - so no change the the PvE rotation?Also Hornet's Sting was already borderline as a skill that flipped. As a standalone skill with double the cooldown? Garbage. Surely there's meant to be some sort of blind or interrupt component just as something, ANYTHING, to make this a worthwhile change? As it is now it's an escape/evade skill who's purpose to recharge a skill the completely invalidates this skills function.And Monarch's Leap.....did you guys forget a note where the damage of this weapon has been tripled? Or an immobilize added and Serpent's Strike damage tripled/quadrupled?I'm just struggling to comprehend why you would take an already niche, alright weapon and make it objectively worse here, don't mind me. Anyhow, that's just my feedback/reactions all. I'm sorry to see a lot of familiar faces still around and I'm mainly posting for visibility so that I can say to you guys:Stop. This isn't healthy. This game is long passed it's prime and has squandered all of its potential. How long are you going to wait around for trying to force changes and understanding to happen? There are many other games on the market and things to do. You are not being listened to, your feedback is not being accounted for, and your time is not being respected. You are being treated purely as a consumer, and as such my suggestion is to do the only thing that gets measured as feedback anymore - boycott. Stop playing, stop participating, stop paying. Trust me, it's a buy to play game and at the glacial pacing you can go 6 months at a time without checking in and nothing changes on you. You won't be missing anything, and think of all the things you are missing if you aren't satisfied here but haven't moved on. Just food for thought.
  8. Pet variety was always garbage.Smokescale is meta since it's release.Core pets just suck and need improvements.Eitherway soulbeast will clearly get this trade off. It has to much versatility. That's its biggest strength.Now you have to choose between sustain and stealth. Not having both.Pet variety is a different topic than the overperformance of soulbeast. So much baseless speculation in this thread. Taking the second pet away wouldn't even solve the stuff ppl are currently complaining about soulbeast. And making it a petswap may even buff burst builds by giving quickness + unblockable. Skill clicking Necro Mains cannot handle this.Whoa, skill clickers? I haven't encountered those yet, I only see people who know how to cry on the forums about Soulbeast. Not even sure they realize they have skills they can click...
  9. https://en-forum.guildwars2.com/discussion/18853/druid-ranger-pets-ai-and-you#latest ...pets are incredibly OP. There are some totally clueless people over there commenting and spreading their kitten like usual (worst thing about it, Anet have a tendency to listen to ranger nerf requests). This actually makes sense now, they keep on saying class balance discussion should happen in class sub forums and apparently ranger balance happens in all the other sub forums but ours.. That's why we get hit by nerfs so often and bugs never get fixed (Unless it's something that warrants a nerf)!I know I shouldn't of, but I just stepped into that discussion and tried to be a voice of reason. Probably not worth my time, but what else am I supposed to do at work lol.
  10. Thank-you. But what does this mean exactly?? :s I'm also very confused on if this is the first your hearing of this. Your the Communications Manager so I'd think you'd probably have the best answer here, and I don't mean any disrespect but how is this taking so long, and whats been going on?? The issue itself has been here since launch, and just speaking on my part alone, I've been addressing this issue to you for 4 years with:At least 50 in-game bug reports over the years, being very descriptive.Speaking to several Anet employees currently playing in the game, saying they were unaware and they would bring it up immediately.Reporting the issue on the old forums in the bug-report section, once again explaining the issue in great detailRaising awareness by speaking about it all over the game in map chat and fellow ranger party members.Creating threads in the old "Ranger" forums just like this oneReported the issue using this sites support center, where I made the issue very clear, and my ticket was closed without a single wordReporting the issue using this sites support center again, using my other account, where it was closed again and told rudely not to open reports on multiple accounts.Reporting the issue using this sites support center AGAIN, where I was even asked to show videos of the evidence. Which I then did and posted.Communicated with several support personnel, telling me to report it in-game, which I already had been doing for 4 years....Was later told this bug may be intended....Was later told they have made the team aware of the issue.The day the new forums came online, this tread, as well as my thread in the "Bugs" section has been posted and I've been doing my best to spread awareness and keep the posts active. Now I'm clearly not the only one here reporting this issue, alot of people here I'm sure have been spamming you. But based on me alone, how on earth is it taking you guys so long, not only to actually fix the issue, but for your team to actually be aware of it?? I mean, I'm basically screaming this is your faces where ever you look, haha. Honestly I've just been so disappointed in you guys its not even funny. The support I've gotten has been appalling as I'm sure most people here can agree. But regardless I still love playing the game, but this issue has really been frustrating me as a Ranger-Main for ages. So I'd really like to see this fixed, as well as get an answer to my above questions. What that meant was that although I've been aware of this for years, too -- I'm a Ranger main, after all :) -- I still didn't have traction on a detailed answer, although I knew it was a known issue and I'd spoken with devs about it before. If you check forum archives -- we don't have an archive of the old forums, but others have been kind enough to host them on third-party sites -- you can confirm that this is not my first post on this subject. (I imagine other knowledgeable forum members will vouch for me here. :) ) Certainly, you are not the only person reporting this, but what I learned today has a bit more detail: Fixing this will be a complicated correction to make, because quickness can cause animation problems (presumably for some species, which is why this is not a unilateral/every creature problem). Each pet will need to be examined individually for these problems, and at the present time, this is not something that the designers are able to do. Again, this is a known issue -- I have that from several different people -- and this is a concern. Reading the details on this, quite honestly I personally do not foresee this being corrected in the very near future, as much as I know the team would like to be able to do so. However, that's my estimation, not a dev answer, and I will see if I can learn more and update when I have additional info.So I'm assuming what has happened is that because pets are a directly inherited object from their open world counterparts, the reason why quickness interacts with some and not others is because their open world counterparts also do and do not interact with quickness, on a case by case basis. Unless Quickness requires a separate animation cycle and isn't just a casting time multiplier, why aren't the devs able to change the algorithm to interact with the ranger pet subgroup of objects? And if there is no subgroup with special modifiers and such, then how come the super class for all open world creature objects can't just be altered to allow interaction with quickness, since the list of creatures this would actually affect would, in all probability, be smaller than the amount of open world encounters that would change. Anyhow, I completely understand that there is a priority log of product changes/enhancements and that those probably can't even be addressed until people's time frees up from their current projects, but [insert metaphor about building house on a weak/broken foundation here]. It isn't just rangers, or the profession subforums, that would say the following, and you could poll us (the community) if you truly need the confirmation: we would like to see future projects put on hold so that the current and core game and content could receive some long overdue polishing and updating, on both the front and back end. I know it isn't something you can just decide to do, but at the same time, take a look at games and development like Warframes to understand what doing so could do for the game and the community, and subsequently, take a look at what "more of the same" development does at games like Destiny 2. I'm sure that there are some long overdue changes that the developers are dying to make too, especially if we are to believe word to mouth their level of investment and passion (I know I believe it). So taking the "fix the old before creating new" approach would be mutually beneficial in every regard :)
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