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dandamanno.4136

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  1. From a PvE perspective I would still like to see Illusions be far beefier than they are currently. Also, clones are the Mesmers resource. Why do they die if your target dies? Does a Warriors adrenaline vanish if the enemy they were building adrenaline on dies? Of course not, they just switch targets and use their burst skill which is as it should be. What about Necro, does its shroud vanish if the targeted enemy dies resulting in them having to build shroud from scratch after each kill? No. If Mesmer clones target dies, clones should simply retarget to the next closest enemy, or ideally to the next target the Mesmer hits with a skill.
  2. No reason not to. It's open source for any game, works on all sorts of hardware both AMD and NVIDIA, gives you extra frames with virtually no visual differences unless you are squinting at the screen 1 foot away from it. (edit: For the Ultra Quality setting anyway) It is also apparently very easy to implement based on several developers opinions. It's a Win-Win-Win for AMD, developers and consumers.
  3. I'm pretty sure several people in this thread have explicitly stated that staff needs to be nerfed because it offers too much (best buffing, best damage, best defense) for doing too little (essentially double barring staff and using little else but ambush) while also being versatile allowing for range if needed. At least that's what I read?
  4. They could have put the Alacrity on Staff 3, maybe around 8 seconds. Traited Staff 3 is 14.5 second CD, the 8s Alacrity brings it down to 12.5 seconds by itself. A little boon duration and you've got perma-alacrity support. Also drop the Vulnerability and throw some burning on it to give staff 3 some good condition.
  5. Except for events in PvE. If you are doing events you really can't use Staff effectively at all. Mesmer is already hard enough in events with phantasms and clones that die when your target dies, never mind dealing with slow staff as well.
  6. For the old single player NES or N64 or SEGA game cartridges / cd's? You definitely do own the copy that you purchased. Not the code or ideas or characters/settings, but the playable copy you do. The proof is that you can resell the copy to someone else and then they own that copy. Any game that has a "key" is just a license to play, which is not the same and you do not own the copy. Usually just the access to some online service. The proof here is if you try to sell the "key". You can't. Gaming has changed so much from when I was a kid, lol.
  7. It works for many people, myself included. The wrapper has a cost that will affect everyone by a certain amount at all times. But if your system can take advantage of the DX12 benefits then in high draw scenarios you will overcome that wrapper cost easily. Generally, the scenarios where the DX12 will have the biggest impact are the ones where you actually need the biggest impact, such as large number of players on screen, etc... Having a cost of a couple FPS in low usage scenarios hardly matters since you are probably not struggling for frames in those scenarios anyway. Using the d912pxy for the last 6 months I can honestly say I havent had any crashing issues at all. Certainly possible, but seeing as how you can try it out then uninstall it if it causes problems it's worth a look. As for the visual glitches, those have all pretty much been worked out now. The only visual issues I see now are the conflict it has with GW2radial which causes a flicker when I hold the mount select key until I release it. Not a big deal for most people considering that is an optional addon itself. Also, just like when the 64-bit client was introduced, if ANET did implement a DX12 build, they would run it concurrently with a DX9 client for a good long while. I mean even LotRO has a DX9, DX10 and DX11 client all at the same time. If you want to talk about a company with few resources to spare...
  8. Keep gameplay in the game. As much as possible.
  9. https://www.gameinformer.com/2020 Here is a list of all games released in 2020. Trying to find supported Mac games is like a needle in a haystack. Most companies find it not worthwhile. Im not sure why people are surprised that Anet wouldn't be willing to support Mac going forward, now that extra time and expense would be required.
  10. Apple is worth $2 Trillion dollars. NCSoft (which Anet is just a part of) is worth only $12 Billion. Why do you find faultless one of the worlds richest companies who could very easily maintain compatibility with current games with a pittance of investment, and yet think that Anet, a small subsidiary, of an already smallish company should be tasked with this extra burden financially? Apple doesn't care that you want to use their machines for gaming. That is clear by their actions. Also, as a side note ESO put out basically the same letter as Anet. No support for Mac on ESO either. Same reasons too. Two much dev time and simply not enough people play on a Mac to justify it.
  11. So you are telling me that everyone on here who is using ReShade is doing so without a "Skip UI" option? :o The text labels are so blurry, it's unbearable to the eye. This is a bit late but I made my own UIMask .PNG file and replaced the blank one inside the "reshade-shader/textures" folder. You can use a program like GIMP (GNU Image Manipulation Program, these forums block the acronym :s ) and import a screenshot from the game, and then paint over the areas that you use for your static UI elements in white, and the rest of the image in black (I may have the colours reversed). It was tricky but with some tutorials using GnuIMP I found online I got it done. Then while in game you set "UIMask-Top" at the top of the active effects you don't want to affect your UI, and UIMask-Bottom after said effects. https://github.com/crosire/reshade-shaders/blob/master/Shaders/UIMask.fx
  12. In mmo's bugs that "block progress" are usually top priority, and rightly so. Anet shouldn't be backburning this issue. Many solutions have been suggested in regards to how they can work around the problem without needing to "fix" it necessarily, such as more checkpoints during long, cutscene rich storyline instances. If they just updated one or two instances per patch it could be mitigated greatly within a year.
  13. Because the game (core and heart of thorns) still lists Windows XP SP3 as the minimum requirement. The developers have always been reluctant towards upgrading the core game in any way, that goes for graphics too. Now it's either because they have the hardware data and there are a lot of players using potatoes to run this game, the team doesn't want to mess with existing engine code and instead pile new things on top of it, or simply they don't see any engine improvements as a worthwhile investment. At this point, trying to keep the game compatible with XP would be more work than just dropping the support for it altogether. According to the steam hardware survey 96% of OS's out there are non-XP anyway. I mean they dropped 32-bit support completely. Actually, now that I think about it, XP SP3 only came in 32-bit flavor. The 64- bit was only up to SP2. This means that Anet not supporting 32-bit anymore indirectly no longer supports XP SP3.
  14. Original Lions Arch. Gone but not forgotten. Cool hodgepodge of architecture, had real flavor. Fun to explore.
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