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Kabosu.5149

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  1. This isn't making the game into more of a multiplayer game. If you're doing group content, you're with a group already. Those are irrelevant to this. If you're doing open world content, however, you're usually not in a group, and there usually aren't enough players perfectly scattered about every map ready to do every bit of content you want to do, to warrant ruining an entire playstyle of open world content. The game hasn't become more multiplayer-viable, it's become more multiplier-necessitative in content that does not cater to multiplayer play.
  2. That's the problem you're willfully ignoring just so you can be needlessly rude against us. We did figure out what worked for us. It caused no harm to others, and let us enjoy the game. Now that the builds that we figured out worked for us, were suddenly nerfed to irrelevancy, we have fewer options for enjoyment for seemingly zero reason. A whole playstyle and large section of players, alienated in one fell swoop.
  3. Pal, I would if I could, but my brain is literally physically addled to the point where I can't effectively play the game if forced to dodge every attack. You coming here to berate people for problems you personally don't have helps nobody and only reinforces the problem of dissuading casual players like me from playing the game.
  4. I'm glad I was already planning to swap from my current main scrapper to mechanist, but ruining the "scrapper" part of scrapper is one hell of a tragedy. I really hope ANet reverts these changes.
  5. To quote the patch notes, "Superior Rune of Tormenting: The 6-piece bonus of this rune no longer heals you for each stack of torment you apply. Instead, it grants regeneration for 3 seconds when you apply torment to an enemy, with a 5-second internal cooldown." It no longer heals based on torment applies, it just gives you a tiny bit of regen on a cooldown.
  6. I had a build I was excited for with harbinger, based around torment runes for sheer survivability. I like to play facetank-y builds despite the game being balanced heavily out of the favor of facetanking attacks. But it's the only playstyle that works for me, because my brain's slow and deals with too much sensory overload to dodge enemies' attacks. The only accessible type of playstyle for me is facetank-y, solo builds. I was really excited for that harbinger build, spent a lot of karma trying to get the recipe for the runes, so I could use my watchwork pick to gather the materials to craft it with. Now harbinger's just wasted potential to me that I'll never touch. Genuinely depressing. And especially with all the other nerfs, most of my characters are now worthless to me, just like that, ruined in an instant. What a comforting precedent to set against accessibility for casual folks like me.
  7. Edit: After further testing (aka, generally playing the game), I just now realized that "Steadfast Rejuvenation" breaks ANY time it likes to, not just underwater. So, the Steadfast Rejuvenation trait, above water and below, will just randomly break upon consuming any facet whatsoever! So the Steadfast Rejuvenation trait is consistently broken and invalidated if you even dare to have Draconic Echo slotted. Edit 2: Apparently the Hardening Persistence and Rising Momentum traits unintentionally giving bonuses from unkept pips, can also happen above water. Either it's much rarer for it to happen above water, or it's a rare-ish glitch that I only noticed while underwater. Draconic Echo breaks several upkeep pip-based traits in very annoying ways, and since it's yet to be fixed despite it existing in the game for as long as it has, I figure I'd write a forum post about it. When you have Draconic Echo slotted, and you consume the Facet of Nature (aka, use "True Nature"), most of the time, two of the three upkeep traits I use, break, those being "Hardening Persistence" and "Rising Momentum" (The one that doesn't break is "Steadfast Rejuvenation", though it has still broken in edge cases). When the Facet of Nature's draconic echo runs out, it removes all stacks of Harding Persistence and Rising Momentum, from the other Herald stance facets I have active, until you consume and reapply those facets. Due to my general rotation for herald, that means I either can't use the Facet of Nature in its entirety, despite how useful it would be for my build, or I miss out on the effects of those traits, and those traits are quite useful and preferable to keep for my build. That's the main bug I consistently face. There is another though. Sometimes, when I consume, any of my facets, underwater, there's a chance that when their draconic echoes run out, the game seemingly gives me back those consumed skills' trait bonuses from Hardening Persistence and Rising Momentum, when I apply any facet again. For example, if I consume the Facet of Elements, Facet of Darkness, and Facet of Chaos, sometimes, when reapplying the Facet of Elements, the Hardening Persistence and Rising Momentum traits will THINK I just applied the pip upkeep of all three of those facets at the same time, giving me those traits' maximum bonuses, stacking to 10 at maximum, while I'm only upkeeping the one pip from the Facet of Elements. Very importantly with this glitch, while those two upkeep pip-based traits glitch out in the player's favor (even if still an unintended bug), this glitch ALSO breaks the Steadfast Rejuvenation trait, and removes all of its trait bonuses, until you refresh any active facets. tl;dr, Draconic Echo breaks the Hardening Persistence and Rising Momentum traits when consuming the Facet of Nature, and Draconic Echo also breaks the trait Steadfast Rejuvenation, while unintentionally and randomly buffing the Hardening Persistence and Rising Momentum traits, when consuming any facet underwater. Please. Fix this, ANet. Having whole traits, skills, and playstyles, invalidated because of bugs, is disheartening.
  8. The game let me stay logged on for about 20 minutes after my friends had been disconnected by this issue, but I've finally been logged out, figured I should come here to add to the number of people dealin with the sudden server issues.
  9. I know I'm just another voice in the mass of people that have asked for this feature before since the game's release, but I figure I should let my voice be heard too, even if it falls on deaf ears. I've always wanted this feature, being able to have a toggle for unsheathing your weapons, as the oftentimes it's much more enjoyable for me to watch my character keep their weapons out, especially for the roleplay aspect of it. It's always a pain to do that though, as you automatically sheathe your weapons after a moment or two. So if I want to keep my weapons out, I have to repeatedly press the autoattack button just so they stay unsheathed, which is certainly annoying to me to have to do constantly. Same thing goes for when I want to look at the idle animations for wielding weapons. Sometimes I don't even get to see those animations properly because they get cut off by the automatic weapon sheathe.If there could just be a hotkey to toggle your weapon's sheathe or unsheathe, I'd be happy, as I imagine many other players would be as well. I know this will fall on deaf ears, but... still. Felt the need to say this regardless.
  10. Whenever I play a necromancer, whether it be an asura or charr, I always want to use the size tonics, but no matter how much I may want to be a teeny tiny rat gremlin of death, or a lumbering shadow behemoth charr demon, I can't, as I always reset to default size. I'd love it if we were able to keep the size tonics' effects while in death shroud.Especially with reapers. Imagine an enormous charr monstrosity, wielding a scythe of darkness, or even just a lil teeny tiny rat with their own lil sickle! Personally, I'd love to see that.
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