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Adamixos.6785

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Posts posted by Adamixos.6785

  1. > @"Trevor Boyer.6524" said:

    > My UI had said it was going to end on the 1st definitely for like a week now. I've been paying close attention.

    >

    > So I dunno what server you guys are on, maybe that's the problem. I am on NA eastern time zone servers.

     

    I put up the timezone for a reason. In GMT+1 (EU) the end time was March 2, 1 am. But either way, it's been fixed.

  2. > @"Elad The Peculiar.9106" said:

    > did anyone ever find a fix for this? It's very jarring to look at certain mounts, especially via mount preview. I have noticed that the weird "white shadows exactly visualised by the pictures above disappear in-world when you set your shaders to medium or lower, but it persist in a menu preview since those seem to be an exception to the setting.

     

    It's something that anet should fix because the visual bug is in their game. The issue is also present on a few human hairstyles added via PoF, so there is something wrong with the global shaders, and that's on their end.

     

    Again, please fix this. It's very annoying.

  3. Yeah, this is really annoying. It actually happens right after your character is CC'd (knock down, launch, push back, etc.) by any enemy, at least in my experience.

     

    Is this one of those "sorry we messed with the old code and don't know how to fix it" situations? Please find a solution.

  4. What this game needs are a steady direction and regular content. More quality raids, more quality fractals. Strikes are fine but they hardly serve the purpose of helping people get into raids, given how utterly facetankable most encounters are. Boneskinner is arguably the hardest but it's also overall easy. Only people with high ping are usually disadvantaged by the puddles.

     

    I do agree that DRM's should be reworked into strikes, however. DRMs as they currently are, are horrible, boring, and completely unimaginative.

  5. I have noticed a visual bug on certain mount skins recently;

    ![1](https://i.imgur.com/rIPrvEg.png "")

     

    As you can see, there is a strange white glow that overlays the texture, and thus renders those parts from certain angles colourless. The issue seems to be present with other mounts that use the lightning or fire particle effects as well - in particular, the fire pinion;

     

    ![2](https://i.imgur.com/GXEYcVT.png "")

     

    The bug is also not connected to dyes, you can recreate it with any dye combo on the shown mounts;

     

    ![3](https://i.imgur.com/mhylEP3.png "")

     

    It is also not to do with lighting in the mount preview window, the issue is persistent in open world as well when viewing the mount from a certain angle;

     

    ![4](https://i.imgur.com/jnPEFiB.png "")

     

    The two mount skins I noticed to be affected are the Storm Ridge raptor and the Fire Pinion griffon.

     

    I'd love it if this problem was fixed, thank you!

     

  6. Hey,

     

    I'd like to suggest removing passive ability particle effects from the character model when out of combat. It's quite annoying to see them out of combat, to be perfectly honest, and I don't want to swap skills/traitlines just to "hide" them.

     

    A few examples of this that come to mind are:

    - the floating adrenaline particles emitted from the model when Warrior has Signet of Rage equipped,

    - the blue aura around the feet when Guardian has Signet of Courage equipped,

    - the orange light around the right wrist of the character when Engineer has the Explosives spec equipped,

    - the Aegis effect of Guardian from Virtue of Courage when weapons are drawn (they always photobomb screenshots and it's annoying to have to take some damage to free up the model for less than a minute).

    - the legend light effects around the Revenant's arms.

     

    I am sure it wouldn't be difficult to achieve this. Perhaps add an option?

  7. > @"Anchoku.8142" said:

    > This should be a very old discussion inside Arenanet but I often wonder why Living World episodes are completely free for those who log in and play them?

    >

    > Why not charge a small fee (microtransaction) to purchase the episode before the next episode and increase it later? The fee could also be discounted but not eliminated with gems.

    >

    > The same could be applied for competitive play seasons while giving a bump up for in-game rewards or a guaranteed skin unlock.

    >

    > The "every little bit of content is free" business model was fine in the first few LW seasons but does it still make sense?

    >

    > Share your thought here!

     

    What do you have against poor gamers, bro?

  8. They could have just added these events as a permanent open world side-story (like the Awakened invasion) with minimal story-NPC involvement, and waited with the full episode release however long it was going to take them. That way we'd have gotten something that feels like an actual invasion of dragon minions.

     

    The DRMs are rather poor conceptually and are horribly boring. This is not half-baked content; they never put it in the oven, to begin with. Whenever I look at Champions, I see a dozen ways it could have been done way better with the limited resources the live team is apparently working with.

     

    The fact that the community never reached the Tier 5 goal is telling. Shameful is the best word to describe what Anet has done with Icebrood Saga, especially after the decent releases they had delivered before... whatever this is.

  9. There is supposed to be a balance patch every quarter. They not only failed to uphold their promise of regular 4-6 week updates, but we haven't heard anything pertaining to balance in over months. Now I understand developing an expansion and a living world release while a pandemic is wrecking the world is not an easy task, but at least give us a memo on why things have slowed down, or if there are any plans at all.

     

    I am still here hoping for the return of CC damage, but I stopped expecting it long ago.

  10. I agree with the above sentiments. Removing CC damage from Warrior was a massive blunder and a sign of a complete misunderstanding of how that class funtions. CC that deals damage was 90% of the strength of the reactive gameplay of Spellbreaker, and now the only viable build for the espec in pvp (and in WvW too) is shout healer. That just feels wrong from a design perspective.

     

    I won't beg Anet to go back on their CC philosophy, but they really should. CC damage was decidedly not the problem. If CC is an issue, people should take stun breakers and stability.

  11. Hello Anet & Readers!

     

    Coyotes are found as pets of a multiple NPCs, and I think it would only be **fair** to add the species as a tamable pet for Rangers in the Canine category. They are really cool-looking doggos, and I think many of us rangers would appreciate this addition.

  12. > @"Irenio CalmonHuang.2048" said:

    > Hey all - the Elementalist notes were missing an entry from the initial posting:

    >

    > * Power Overwhelming: This trait has been reworked. It now grants 150 bonus power while the elementalist has at least 10 stacks of might. This power bonus is doubled while attuned to fire.

    >

    > Sorry about that - it was a change made early, but with the note coming in a bit late. That should be all the notes.

     

    Hey Irenio,

     

    Thanks for the relieving news - Ele is my secondary main and I am all about fire.

    In't there a missing paragraph or three for Guardian, by any chance?

     

    Just wondering. :blush:

  13. On a second thought, I do wonder if the devs are actually playing Guardian at all. They haven't listened to _any_ of the more than reasonable complaints surrounding Core and DH (unlike in the case of Warrior, as they proudly pointed out). The minor buffs granted to DH don't fix anything in PvP, and Core is left in the same weak spot in the game mode as before (though the indirect buffs by nerfing other classes might help a bit, we'll see). Meanwhile, with damage being redistributed between Zeal and Radiance, Firebrand is potentially getting _more_ build diversity.

     

    Here's a few examples of what you could and should do:

    * Make Hammer viable by drastically overhauling the auto-attack chain. It is a big fearsome weapon, so make it deal big fearsome damage. Chain 3 should have a 1/2s cast time too, or 3/4 tops.

    * Make Hammer more viable by boosting the damage on Mighty Blow, and also reverting Glacial Heart.

    * Rework skills 3 and 5. They are entirely useless, but especially skill 3. Skill 4 is fine.

    * Skill 3 could send out a wave at 600 range that dazes and damages foes.

    * Increase the damage of LB skill 2.

    * Give Wings of Resolve an evade for the duration of the leap.

    * Make 25% speed increase part of a minor DH trait.

    * Replace Traps with Survival skills (in order to keep the ranger-like theme of Dragonhunter, as conceptually intended).

    * Purification - Heal yourself for 5k, release a flash of light that blinds foes and cleanses the caster of N conditions. Base recharge would be 20 seconds, 16 with Piercing Light.

    * Procession of Blades - Works similarly to the current trap version, but instead, the Guardian is surrounded by a ring of whirling blades that moves together with the caster and deals rapid damage up to 5 foes. Grants Fury as before

    * Dragon's Maw - Same functionality as before, except it doesn't require a trap trigger, and simply occurs at the caster's location instead.

    * Piercing Light grants Retaliation whenever a Survival skill is being used. Reduces recharge on Survival skills by 20%.

  14. I will say it tho. The DH traitline _needs_ to become a _more than viable alternative_ to Valor - so that it can be used with zeal/radiance and virtues together in PvP. Honestly, it's a shame that the only semi-viable pvp build for DH relies on meditations.

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