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Posts posted by Orion Templar.4589
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Thanks for the info. I think it is also supposed to be a visual buff icon though. When I first bought Salvage Empowerment, there was a small blue and white buff on my bar. I think it looked like a crown (or something similar). I guess if the buff is working and it's just the icon not showing, that's the important part. I'm still assuming though that the icon missing is not intended behavior.
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> @"Sneakr.3679" said:
> It would be helpful at the final champions phase if people didn't kill the champ so fast and give others a chance to get there. I noticed a 10 minute timer on each champ but he is usually down in under two min. Would this effect the spawns? It seems the next champ doesn't spawn until the last one is down.
If you get quick with using the base shortcuts and parachuting then using the griffon fast dive and fly over, you can usually be among the first to arrive at the next cache keeper. I like it when I'm on a map where everyone gets there quickly since that usually means we have time for a higher number of cache keepers before the dominion missile strike resets the map.
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I'd submitted a ticket 5/28/20, but the support team hasn't responded to it yet. I hadn't realized the missing buff was visual only. Since I bought the Salvage Empowerment right away the day the map came out, I'm not sure what baseline is. How are you determining you're getting the extra salvage?
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Confirmed I'm seeing the same thing. Unable to turn in the items to the collector when they are at the spot Aaralyna shows in the screen above.
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Agreed this map is a ton of fun. Kudos to the dev team for the work putting this one together!
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Really hoping for either an updated build that fixes this, or at least a dev response of "we're aware and working on it". This issue along with the missing Salvage Empowerment buff - I bought that and it is missing as well.
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> @"Raizel.1839" said:
> I have the same bug and created a similar thread yesterday, I hope they fix it soon :S
Thanks, Raizel - sorry I missed your other thread. I was searching for threads about "Salvage Empowerment" so I just overlooked it! I'm also hoping this one is on the short list of things to be fixed soon.
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On the same day as the release, I purchased Salvage Empowerment level 1. I logged back in after the reset and noticed my Salvage Empowerment was gone. The vendor would sell it to me for the level 2 price (10g) so I bought it, then I bought it again for the level 3 price (15g). But my buff is only showing level 2. That one I bought the first day is missing.
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Anet, could you please consider reverting the mechanics of CoR back to how it was before the change in late 2019? If you thought it was overpowered in WvW or PvP, maybe reduce power coefficients or damage numbers in a WvW and PvP version of the skill. The current ground-targeting play of CoR is simply painful to use and not fun.
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Very nicely done! That looks like a lot of work to create, but the end result definitely worth it. Thanks for sharing it with us here.
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People still run them, although admittedly a lot less. I too would like to see them melded into fractals somehow.
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I'm guessing they have to be careful not to make EotN have everything that a lounge would have since those passes are gem store items. Add a mystic forge, city travel, etc. and you've basically created a new lounge.
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I'm just glad they can be sold to a normal merchant. Agreed that makes them at least worth some pocket change. (Unlike hatched chilis!)
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In Noble's Folly when you talk to Warmaster Searle, you have to click through a line of dialog before he shows you the list of cities to teleport to. I realize this is a very small deal, but I figure we won't get what we don't ask for, even if it is a small thing. I'd like to have Warmaster Searle drop that line of dialog of possible and when you talk to him, he immediately shows you the list of cities. After having clicked that line of dialog many times, I think I'm ready to see it go away.
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I've been playing with the new ground-targeted CoR trying to get used to it but it's just overall painful to play. We really need to get rid of the ground-targeting on this skill and fix the bugs. Anet please, revert the mechanics of this skill to how it worked prior to October 2019. If you thought it was overpowered, just tweak down the numbers a bit but put the mechanics of the skill back how it was. (Please!)
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Another thing that feels different about Forging Steel as compared to the other strikes is its length. The other strikes seem to be fairly quick in and out action. Granted some boss fights like Whisper can take a while, but still it's not a long thing like a dungeon might be. Forging Steel on the other hand seems more like a dungeon in terms of length.
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I know this type of thing has been mentioned before, but I wanted to add my voice to the request. I enjoy collecting lounge passes, and with Noble's Folly and the Captain's Airship having been on sale the other day, I picked those up to add to my collection. But even with shared inventory slots, having that many passes does get a bit cumbersome. Please make a tome that can hold all our lounge passes.
But wait, you say, I like the convenience of double-clicking my pass rather than having to choose from a menu like the living world tomes currently act. I agree, and the idea I'd like to see implemented is that this new "mega pass" that holds our other passes would have a right-click menu that would be something like the following:
* Choose a default lounge
* Armistice Bastion
* Havoc's Heir
* Lava Lounge
* Lily of the Elon
* etc.
From the right-click menu if you select one of the lounges you added to the tome, it would instantly transport you to that lounge. If you double-click the pass in your inventory, it instantly transports you to whichever lounge you'd configured as your default lounge. You can change your default lounge at any time via the right-click menu.
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Earlier this morning I was in a public version of Forging Steel, and when we got to the Forgeman, only a couple of us would reliably get in the tank for the breakbar phase. We kept pleading with the other players to please get in the tank during the vent countdown and help with the harpoon, but time and time again they would just stand there auto-attacking the forgeman. As you know if you don't break the bar, the fight takes a *very* long time. Eventually me and the other person getting frustrated by our fellow players eventually bailed. They never talked back to us or indicated confusion, they just auto-attacked and ignored the tank/harpoon mechanics. Someone suggested they might be bots doing farming? Not sure if that's true, but it made me wonder if this mission should have some kind of tiering of rewards aimed at making it more rewarding to be a team player. If the bots who ignored the tank got lesser rewards maybe it would discourage them? I know as a player trying to play the mechanics as intended it surely was frustrating to never break that bar due to lack of participation.
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> @"Justine.6351" said:
> > @"Orion Templar.4589" said:
> > Sad that CoR has been broken for so long - I'm losing hope that the dev team even sees this as a problem. If they thought it was OP before I wish they would have reduced the damage by a small amount, or added a second or two to the cooldown. Small tuning like that to see how it helps. I wish they hadn't changed the mechanics of the skill itself.
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> they did nerf the damage.
> and yeah the best way to nerf hammer rev would have been,
> increased recharge on CoR
> increased energy cost on CoR
> nerf Riposting Shadows
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> but they didn't do any of those things and people still think cor does too much damage somehow rofl.
You're right they nerfed the damage, but they did a lot more than that. They changed the mechanics of how the skill works, the number of impacts, how it paths, etc. My point was they should have left the mechanics alone and just made small adjustments to damage and/or cool-down numbers. Changing the mechanics also broke the skill and it's been broken for quite a while now.
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> @"hugo.4705" said:
> No icy or water skins too.
Agreed I'm waiting for the frosty/icy skyscale skin to be released as well.
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I'm hoping one of the future mount packs will include a skyscale skin similar to the Lithosol raptor skin. Even if we don't get a Rotscale skin, a Lithosol one could potentially look somewhat close.
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Sad that CoR has been broken for so long - I'm losing hope that the dev team even sees this as a problem. If they thought it was OP before I wish they would have reduced the damage by a small amount, or added a second or two to the cooldown. Small tuning like that to see how it helps. I wish they hadn't changed the mechanics of the skill itself.
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With most living world mining home nodes, mining with a glyph of the crucible yields the intended living world currency along with mithril. The Eternal Ice home node acts differently though and only yields mithril. I've tested a few times now and it yields zero Eternal Ice while this glyph is equipped.
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> @"Aeolus.3615" said:
> I think the only thing that was supposed to be fixed on CoR was skill bypassing walls and gates.
You're correct, although I was holding out (small) hope that the other CoR issues would be silently solved as well. I was disappointed today.
Wreckage nodes (Unable to gather)
in Bugs: Game, Forum, Website
Posted
I've seen that too, and also maybe related (maybe not) is that I'm seeing not all mining tools work equally well with some salvage nodes. For example with the unbound mining beam, I'll sometimes be standing right next to the wreckage and the mining beam will shoot off into the distance and I get no supplies mined. It's almost like the visible wreckage is in a different location than the actual wreckage. But yet if I use the wardrobe to switch to a different mining skin such as the volatile magic mining pick, then it works just fine. It's very odd.