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dandamanno.4136

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Posts posted by dandamanno.4136

  1. 11 hours ago, Axl.8924 said:

    Csplit is something that needs fixed for sure.

     

    I-m also glad they nerfed staff for mirage, because reading up it seems its supposedly fine, but before was doing 50k.

     

    GS has a little bit of range not much.

     

    I hope in future they might solve the issue with power mirage somehow by overhauling it, maybe small one so peeps can choose that.

     

    Its pretty terrible when core gets hit because of a elite.


    If they are inclined also for people to keep alive the illusions, can they please have more health?

     

    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.

    • Like 4
    • Thanks 3
  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.

    • Like 1
  3. 8 hours ago, chrispy.7182 said:

    I understand what you are saying, but I have become far too distracted by the game and have been neglecting my real life responsibilities.. I am not the kind of person who can use have temptation sitting there, my willpower is not great.... So I have contacted Arena Net and asked them to permanently delete my Arena Net account.

     

    It has been fun, and you are the best community of any MMO I have played. I wish you all well.

    Do what you gotta do. Good luck!

    • Like 4
  4. 2 hours ago, Ardenwolfe.8590 said:

    At last, someone admitted the real reason for this back-and-forth nonsense. In other words, “I’m mad the update weakened the way I play. I hate it. Staff isn't a challenge and boring to me. You need to be nerfed. And I’ll disguise my case as balance.”

     

    And the kicker part? This discussion becomes moot when the expansion comes out. The newest elite specialization will make the current ones near-obsolete. Guaranteed, they’ll be OP out the gate.

     

    And then we’ll be arguing that, instead.

    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?

    • Like 1
    • Thanks 1
  5. 29 minutes ago, Curunen.8729 said:

    They could just reduce clone ambush condi duration, then buff staff 3 to do something useful. Of course, exact numbers to be figured out etc...

     

    Staff 3 is currently one of the most useless skills and further cements staff into being a 1111 spam. On the other hand they did an amazing job changing chaos armour to apply blind and 3 confusion (feels like traited F2 almost), so just need to have staff 3 do something useful and it spreads out the actions required to apply damage.

     

    But they need to be careful because any other spec than mirage would suffer from severe baseline staff nerfs (eg what they did with clone auto) whereas mirage is almost unaffected due to the incredibly easy and frequent access to mirage cloak in pve, such that clones are ambushing most of the time anyway.

     

    So for the staff auto nerf, instead of just axing (lol) clone condi down to 2 seconds, they could have added 1 stack of confusion for 5s on the first hit of the player's auto (so the first hit does 5s torment and 5s confusion). Small change in redistribution of damage application, but it further encourages the player to land their auto attack.

    Similar thing can be done for ambush - again reducing duration from clones but increasing eg stacks from the player.

     

    This might also help set a scene for returning the second dodge in competitive modes - if the player gets rewarded for landing their ambush rather than ignoring all the other things going on in combat apart from dodging, while the clones do the work.

     

    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.

    • Like 4
    • Thanks 2
  6. 5 hours ago, Veprovina.4876 said:

    When you're asking theese questions it's probably best to specify what content is this for.

    Raids? Sure, it's still strong but only on certain bosses - that's how raids work - you need different builds for different bosses.

    Fractals? People have different opinion on what's good. Some say yes, some no.

    Open world? Anything's good. Staff mirage was strong in PvE even before the alacrity, don't see why it would be bad now just because they nerfed it.

    WvW zerg? Lmao no...

    WvW roaming? Still no as long as it has 1 dodge.

    PvP? No idea, i don't play PvP.

    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.

  7. On 5/19/2021 at 9:05 AM, Veprovina.4876 said:

    Technically i believe yes, you own nothing basically, the code and everything that is "the game" is owned by the company who made it. And then there's stuff like Steam and GOG where the line gets even more blurry so, yeah. 😛

    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.

  8. @Joote.4081 said:Dx12 wrapper is in and framerate soared from 45 on the highest settings to my native 100. The graphics are better. My dpi seems to be behaving much better, textures are cleaner and clearer, mouse seems to be more responsive, and that horrible glow on everything has gone, thank goodness.

    Come on A-net. Brings us into the 21 century.

    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.

    @Astralporing.1957 said:

    @Joote.4081 said:Yep. If they updated the graphics and performance which must be easy as the DX12 mod already does thisIt doesn't. First, it does
    not
    update the graphics in any way. Second, the performance improvements are a bit of a mixed bag - the improvements are on a case-by case basis, and are very dependant on your system (on some rigs it can actually result in
    worse
    performance). Third, it is not stable enough - even now, after many, many updates, it still very much can
    make your game crash
    (or result in glitchy display). And that is a massive demerit - something that may be tolerated in a third party program, but is completely unacceptable in an official product.

    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...

  9. @Gyro.9182 said:

    @"Nephalem.8921" said:Graphics api is used for more than gaming. How many of the 14800 applications are games? How many are mobile games?While I can‘t speak for the 14,800 (Apple apparently lists it as 148,000, „as of June 2017“), you might check the list on Wikipedia here to see some examples including well-known (and not „small“) games like CIV VI, Dota 2, Quake 2, diverse Tomb Raider or Total War games, WoW, or Fortnite. URL for the lazy:
    ) (the list is probably neither complete nor very recent)..

    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. @Ashantara.8731 said:

    @"Mack.3045" said:I'd jump on the reshade discord channel and check there

    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. @maddoctor.2738 said:

    @coso.9173 said:i wonder why people who don't even work for ANET have managed to do this, and the people who work in there don't do a similar thing, if it improves the game substantially.

    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. @"Cragga the Eighty Third.6015" said:People are mentioning a lot of maps I love. ^^ Spent a lot of time farming geodes and quartz on Dry Top, and I'm still fond of it.

    I hated the PoF desert maps...all of them. Big, flat, empty, boring, undistinctive, and you could not stand still long enough to look at the map without things oozing out of the sand to kill you, could not harvest a tree or ore node without finding it booby-trapped with sand eels and lions.

    I hated Draconis Mons at the time I played it, but keep meaning to give it another chance now with the mounts. I have a feeling Skyscale will make it a lot better.

    I liked the desert maps!7aqP2e9.jpg

  15. @Darrack.4069 said:

    @Darrack.4069 said:Greetings all, hope you are all well?

    Sooooo i have recently returned to the game after leaving during HOT (sorry it drove me mad!), ive spent the last years in ESO but am disillusioned with the way that game is now going.The game is amazing and i now realise what ive been missing, i love open world PvP and as a soloer the WvW here is really fun.

    BUT, to unlock stuff, mounts, etc you need to progress the story and so i have been putting a lot of time into catching up.Im stuck in both living world and this stupid Departing bug.I am shocked that this has been going on for so long and folks here just accept it? for all its faults ive never come across a bug in ESO that stopped progression.I really want to recommend this game and bring my guild here from ESO (some 60+ players) but how can i with this current issue?Why is there no official response from the bugs team? Do they have one?Im an old gamer (really old), if this could be fixed my end trust me it would be done but this is clearly a programming issue.

    I like many others would really appreciate a response to this thread and i am really hoping Anet have better respect for their player base than what we have to put up with in ESO.

    Be Safe

    Probably won't get any response, other than the one already posted in this thread.You can try any one of the plethora of tips/workarounds found in this thread.

    Good luck.

    That's what im afraid of, its sad that game breaking issues are not dealt with.Sadly i will probably just stick to WVW and not buy any story content (like many folks i have spoken to), this must be costing them a fortune.Anyway best not dwell, i was well known for moaning in ESO and my forum bans were considerable!

    Be Safe

    The only solution in this thread that I have not tested thoroughly is the - clientport 443 command line argument suggested on the last page, mainly because I have not been doing the storyline atm.

    The poster seems knowledable though so it's worth a shot.

    I would think that Anet would take notice and implement a permanent solution if any of these seem likely to be the fix, but I think they're no longer paying attention. Also if it is an isp or internet routing issue they would not be able to reproduce it easily.

  16. @"ShadowCatz.8437" said:So what you are claiming is that ANet and NCsoft Inc. should magically optimize an MMO to the latest and greatest DX 12 and all problem should have been solved?

    Errr, pretty sure that's not what he said, lol. That is a fabulous example of a strawman argument though. Should link that to the wikipedia definition.

    ESO's main issue is that the game has no cooldowns on any skills, which leads to an unprecedented level of skill spam (specifically highly taxing AoE skill spam). In fact starting August 24th they are "testing" global AoE cooldowns in their WvW area just to confirm what we already know, that AoE spam causes massive server-side calculations that bring the game to its knees.

  17. @KrHome.1920 said:

    @"StainedSilva.1726" said:I just learnt that the game is using DX9 still, which explains a lot about the poor optimization?It actually does not. The game would not run better in DX11 and would only run better in some scenarios in DX12.

    What causes some of the performance issues is how the game handles draw calls. But this can not be called poor optimization as other ways of handling draw calls would cause other issues. D912PXY reorganizes draw calls, but doing so kills a lot of GPU performance (more than 20%) and requires some extensive shader compiling causing graphics glitches. That's not necessary something you can call a polished product ready for shipment to a big number of customers.

    Other performance issues are simply a result of the huge amount of game logic in large scale fights. This would not improve under DX12.

    Dx912pxy seems to off-load some CPU cycles over to the GPU. So your GPU usage does go up (around 10-20% like you say) but your CPU usage goes down (around 20% is what I see when doing comparisons). I did several comparisons when I first installed the program to see if I could notice any difference.

    Generally this game is CPU bound, so leveraging GPU power to free up CPU power is a pretty good trade off in nearly all scenarios. I had a hard time finding any scenario that yielded worse FPS results using d912pxy.

    I find it pretty impressive that a DX12 ad-hoc program can have descent results with the only drawback being 1-2 minute shader compiling upon first launch, and strange character portraits on the character select screen.

    Especially when my initial reaction when I first read about d912pxy was a solid "Pfttththhh!".

  18. @"Danger Ferret.6342" said:I'm finding this extremely frustrating as well. I've disabled my AV and my firewall, rebooted my cable modem/router. Nothing solves the problem. At this point, I'm ready to give up. Games are supposed to be fun, and having to fight not just the game monsters, but the code bugs and disconnects just ... isn't.

    Search for the "Storyline Disconnects-Merged" thread. The latest "fix" (there are many supposed fixes, but the random nature of the problem can make it hard to pin down) is to add the command line argument "-clientport 443" to the gw2.exe target through a shortcut to the program.

    Does it work? Who knows! But it's worth a try right?

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