Jump to content
  • Sign Up

Fractured.3928

Members
  • Posts

    132
  • Joined

  • Last visited

Posts posted by Fractured.3928

  1. > @"Tseison.4659" said:

    > > @"Fractured.3928" said:

    > > The Focus would be main hand? That would be a first wouldn't it?

    > >

    > > Also, none of the abilities have a phantasm effect, so I disapprove! I love me Phantasm's. And the skills sound...not that exciting.

    > >

    > > Collapse Reality sounds like it would look cool.

    >

    > The Off hands would be the ones with Phantasms. It's essentially saying, why doesn't sword have a phantasm? The Focus main-hand would be new and unique and it still summons an illusion for those who like playing with them.

    >

    > None of the mesmer skills we currently have are that exciting compared to what other classes get, which is disappointing and I didn't want to focus on too many flashy skills and more just utility/defensive ones. But regardless like I said, it's just a fun concept and everyone's entitled to posting their ideas, even if they're 'boring'. None of our stuff is gonna make it live anyways.

     

    EDIT: I meant illusion, clone or phantasm. My bad.

     

    But...sword does have one? Every single weapon on Mesmer has an illusion. And none of the abilities summon an illusion that you've listed, that's why I bring it up.

     

    Also, I think Mesmer has plenty of exciting things. I love OH Pistol, and Greatsword. Twirling maniacs, double twirling maniacs if you're Chrono is a blast imo.

     

     

  2. > @"Taril.8619" said:

    > Are people really arguing about coding affecting weapon availability?

    >

    > Base class determines what skills are obtained from a weapon type.

    >

    > The initial trait for an E-Spec determines what additional weapon types are able to be equipped. Just like the first trait changes class mechanics where relevant (Allowing for such oddities as say, "Scourge" using a Torch but having Death Shroud by only putting the 30 points to unlock the Scourge trait line but not unlocking any traits from it and equipping it)

    >

    > There are cases such as Deadeye, where core weapons are altered (I.e. Gaining "Malicious" variants of their stealth attacks) but it's not as if E-Specs are so different that they're using completely unique versions of "Core" weapons.

    >

    > Even **IF** there was such spaghetti code where each E-Spec is made as an entirely unique class... Then it's still literally a case of just copy/pasting the code that enables use of the new weapon type, with the code for the skills relevant to that E-Spec and putting it into the code for the Core class and other E-Spec(s).

    >

    > Unless you're implying that existing code cannot be altered or added to at all (Which I guess the lack of updates for Core weapons and Utilities could suggest...) and thus such a thing is impossible to do?

     

    Honestly I don't even know what they are implying anymore.

     

    All I know is, my suggestion "should" not be difficult as long as the game is coded in a semi-realistic way. But I can't see the code, so alas.

     

    That being said, balance is a totally different issue. One, which I don't think is an issue (Already huge imbalances in the game, this really wouldn't be changing that fact) . The weaver, is though.

  3. > @"robertthebard.8150" said:

    > > @"Fractured.3928" said:

    > > > @"robertthebard.8150" said:

    > > > > @"Fractured.3928" said:

    > > > > > @"robertthebard.8150" said:

    > > > > > > @"Astralporing.1957" said:

    > > > > > > > @"robertthebard.8150" said:

    > > > > > > > Because Trident wasn't hardcoded into an elite spec.

    > > > > > > What does that have anything to do with a core class being able to use it or not? Especially if, like @"Blocki.4931" said in his original claim, especs are treated as separate classes for weapon availability? It's not like a weapon being accessible by one class prevents it from being used by another, after all.

    > > > > > >

    > > > > > > > @"robertthebard.8150" said:

    > > > > > > > I have no access to code, but, a dagger does something different on different classes, off the top of my head. A thief using it off hand certainly doesn't get the same skills an Ele does. That's the element that's probably hardcoded.

    > > > > > > No more or less hardcoded that any other skills are. And yet they did add skills to core classes throughout the GW2 history.

    > > > > > > Besides, notice how those skills for elite spec weapons are already in the game. You don't need to make them

    > > > > > >

    > > > > > > Anet was talking about possibly adding new weapons to the classes since the very beginning of the game. As such, i don't find it likely that they've made those classes in a way that would make adding weapons to them prohibitively hard.

    > > > > > >

    > > > > >

    > > > > > So just to stick to my example, which version of dagger are they going to use? What happens if they choose the "wrong" version? My DD's staff behaves very differently from an Ele's staff, which staff should they use? I'm not sure how that applies to other classes, as I haven't used them enough to know. I do know that a Mesmer with a GS does something completely different than what a Warrior does with the same weapon. If every weapon behaved the same way on every class, this wouldn't be hard to do at all, but they don't. To use the great sword example again, Warrior, Ranger and Mesmer all use it, but it's a different weapon on all three classes, based on the skills it gives.

    > > > > >

    > > > > > To answer your other question, they coded one set of skills for one class for the trident. What happens if you want to use it on another class that can already use the trident, and you don't get those skills? Even e spec weapons will run into this problem on classes that can already use the base weapon. Since, as I mentioned, weapons don't perform the same way across the board, and we really don't want them to, which versions are they going to make available, and what happens when the version they decide is the best to use doesn't meet what certain members of the community wanted? The short answer is a thread similar to this one.

    > > > >

    > > > > I'm honestly not even sure what point you're trying to make anymore? Its confusing.

    > > > >

    > > > > A weapon is literally just a variable in the code, with an attached graphic, and an attached animation.

    > > >

    > > > Which is unique for whichever class is using it. The class determines the weapon's function, not the weapon type. As mentioned in my previous post, in order to make this function properly, all classes would have to have access to all e specs, because that's how the game's coded to deal with them.

    > >

    > > Just out of curiosity, how do you know how the game is coded?

    >

    > I play it? I equip weapons on characters, and observe what skills they give when I do. I notice that different classes get different skills for the same weapon types, and I know that's down to how they're coded. I don't have to have backend knowledge of the game, this is observable on the user level. A staff on my Weaver performs significantly different from a staff on my DD. I don't have to have any understanding of game code to notice this, I simply have to equip the weapons in question on a spec that can use them to see it.

    >

    > So, when I equip a staff on my DD, I don't get Ele skills. Why is that? Because the game is coded to read "DD spec, assign skills a-e". If it went on weapon type alone, then Ele would get DD skills, or, since Ele was in first, DDs would get Ele skills. Instead, the code checks the class, and assigns the appropriate skills for allowed weapons. That it's coded based on class is observable by the classes that use the same weapon, but get different skills accordingly. It doesn't matter if it's Core or Elite, that's how the game handles weapons.

     

    So you're making this all up as you go, got it. Well I'll leave you to it then.

  4. > @"robertthebard.8150" said:

    > > @"Fractured.3928" said:

    > > > @"robertthebard.8150" said:

    > > > > @"Astralporing.1957" said:

    > > > > > @"robertthebard.8150" said:

    > > > > > Because Trident wasn't hardcoded into an elite spec.

    > > > > What does that have anything to do with a core class being able to use it or not? Especially if, like @"Blocki.4931" said in his original claim, especs are treated as separate classes for weapon availability? It's not like a weapon being accessible by one class prevents it from being used by another, after all.

    > > > >

    > > > > > @"robertthebard.8150" said:

    > > > > > I have no access to code, but, a dagger does something different on different classes, off the top of my head. A thief using it off hand certainly doesn't get the same skills an Ele does. That's the element that's probably hardcoded.

    > > > > No more or less hardcoded that any other skills are. And yet they did add skills to core classes throughout the GW2 history.

    > > > > Besides, notice how those skills for elite spec weapons are already in the game. You don't need to make them

    > > > >

    > > > > Anet was talking about possibly adding new weapons to the classes since the very beginning of the game. As such, i don't find it likely that they've made those classes in a way that would make adding weapons to them prohibitively hard.

    > > > >

    > > >

    > > > So just to stick to my example, which version of dagger are they going to use? What happens if they choose the "wrong" version? My DD's staff behaves very differently from an Ele's staff, which staff should they use? I'm not sure how that applies to other classes, as I haven't used them enough to know. I do know that a Mesmer with a GS does something completely different than what a Warrior does with the same weapon. If every weapon behaved the same way on every class, this wouldn't be hard to do at all, but they don't. To use the great sword example again, Warrior, Ranger and Mesmer all use it, but it's a different weapon on all three classes, based on the skills it gives.

    > > >

    > > > To answer your other question, they coded one set of skills for one class for the trident. What happens if you want to use it on another class that can already use the trident, and you don't get those skills? Even e spec weapons will run into this problem on classes that can already use the base weapon. Since, as I mentioned, weapons don't perform the same way across the board, and we really don't want them to, which versions are they going to make available, and what happens when the version they decide is the best to use doesn't meet what certain members of the community wanted? The short answer is a thread similar to this one.

    > >

    > > I'm honestly not even sure what point you're trying to make anymore? Its confusing.

    > >

    > > A weapon is literally just a variable in the code, with an attached graphic, and an attached animation.

    >

    > Which is unique for whichever class is using it. The class determines the weapon's function, not the weapon type. As mentioned in my previous post, in order to make this function properly, all classes would have to have access to all e specs, because that's how the game's coded to deal with them.

     

    Just out of curiosity, how do you know how the game is coded?

  5. > @"robertthebard.8150" said:

    > > @"Astralporing.1957" said:

    > > > @"robertthebard.8150" said:

    > > > Because Trident wasn't hardcoded into an elite spec.

    > > What does that have anything to do with a core class being able to use it or not? Especially if, like @"Blocki.4931" said in his original claim, especs are treated as separate classes for weapon availability? It's not like a weapon being accessible by one class prevents it from being used by another, after all.

    > >

    > > > @"robertthebard.8150" said:

    > > > I have no access to code, but, a dagger does something different on different classes, off the top of my head. A thief using it off hand certainly doesn't get the same skills an Ele does. That's the element that's probably hardcoded.

    > > No more or less hardcoded that any other skills are. And yet they did add skills to core classes throughout the GW2 history.

    > > Besides, notice how those skills for elite spec weapons are already in the game. You don't need to make them

    > >

    > > Anet was talking about possibly adding new weapons to the classes since the very beginning of the game. As such, i don't find it likely that they've made those classes in a way that would make adding weapons to them prohibitively hard.

    > >

    >

    > So just to stick to my example, which version of dagger are they going to use? What happens if they choose the "wrong" version? My DD's staff behaves very differently from an Ele's staff, which staff should they use? I'm not sure how that applies to other classes, as I haven't used them enough to know. I do know that a Mesmer with a GS does something completely different than what a Warrior does with the same weapon. If every weapon behaved the same way on every class, this wouldn't be hard to do at all, but they don't. To use the great sword example again, Warrior, Ranger and Mesmer all use it, but it's a different weapon on all three classes, based on the skills it gives.

    >

    > To answer your other question, they coded one set of skills for one class for the trident. What happens if you want to use it on another class that can already use the trident, and you don't get those skills? Even e spec weapons will run into this problem on classes that can already use the base weapon. Since, as I mentioned, weapons don't perform the same way across the board, and we really don't want them to, which versions are they going to make available, and what happens when the version they decide is the best to use doesn't meet what certain members of the community wanted? The short answer is a thread similar to this one.

     

    I'm honestly not even sure what point you're trying to make anymore? Its confusing.

     

    A weapon is literally just a variable in the code, with an attached graphic, and an attached animation.

  6. ------------------

    System Information

    ------------------

    Time of this report: 10/6/2020, 14:11:12

    Machine name: -

    Machine Id: {4024A20B-967B-4301-9E30-78508F023354}

    Operating System: Windows 10 Pro 64-bit (10.0, Build 19041) (19041.vb_release.191206-1406)

    Language: English (Regional Setting: English)

    System Manufacturer: ASUS

    System Model: All Series

    BIOS: BIOS Date: 11/14/14 14:58:52 Ver: 05.06.05 (type: BIOS)

    Processor: Intel® Core i7-5820K CPU @ 3.30GHz (12 CPUs), ~3.3GHz

    Memory: 32768MB RAM

    Available OS Memory: 32638MB RAM

    Page File: 15471MB used, 22030MB available

    Windows Dir: C:\Windows

    DirectX Version: DirectX 12

    DX Setup Parameters: Not found

    User DPI Setting: 96 DPI (100 percent)

    System DPI Setting: 96 DPI (100 percent)

    DWM DPI Scaling: Disabled

    Miracast: Available, with HDCP

    Microsoft Graphics Hybrid: Not Supported

    DirectX Database Version: 1.0.8

    DxDiag Version: 10.00.19041.0488 64bit Unicode

     

    ------------

    DxDiag Notes

    ------------

    Display Tab 1: No problems found.

    Display Tab 2: No problems found.

    Sound Tab 1: No problems found.

    Sound Tab 2: No problems found.

    Sound Tab 3: No problems found.

    Sound Tab 4: No problems found.

    Input Tab: No problems found.

     

    --------------------

    DirectX Debug Levels

    --------------------

    Direct3D: 0/4 (retail)

    DirectDraw: 0/4 (retail)

    DirectInput: 0/5 (retail)

    DirectMusic: 0/5 (retail)

    DirectPlay: 0/9 (retail)

    DirectSound: 0/5 (retail)

    DirectShow: 0/6 (retail)

     

    ---------------

    Display Devices

    ---------------

    Card name: NVIDIA GeForce GTX TITAN X

    Manufacturer: NVIDIA

    Chip type: GeForce GTX TITAN X

    DAC type: Integrated RAMDAC

    Device Type: Full Device (POST)

    Device Key: Enum\PCI\VEN_10DE&DEV_17C2&SUBSYS_29923842&REV_A1

    Device Status: 0180200A [DN_DRIVER_LOADED|DN_STARTED|DN_DISABLEABLE|DN_NT_ENUMERATOR|DN_NT_DRIVER]

    Device Problem Code: No Problem

    Driver Problem Code: Unknown

    Display Memory: 28557 MB

    Dedicated Memory: 12238 MB

    Shared Memory: 16318 MB

    Current Mode: 3440 x 1440 (32 bit) (60Hz)

    HDR Support: Not Supported

    Display Topology: Extend

    Display Color Space: DXGI_COLOR_SPACE_RGB_FULL_G22_NONE_P709

    Color Primaries: Red(0.639648,0.330078), Green(0.299805,0.599609), Blue(0.150391,0.059570), White Point(0.312500,0.329102)

    Display Luminance: Min Luminance = 0.500000, Max Luminance = 270.000000, MaxFullFrameLuminance = 270.000000

    Monitor Name: Generic PnP Monitor

    Monitor Model: Acer X34 P

    Monitor Id: ACR054F

    Native Mode: 3440 x 1440(p) (59.973Hz)

    Output Type: Displayport External

    Monitor Capabilities: HDR Not Supported

    Display Pixel Format: DISPLAYCONFIG_PIXELFORMAT_32BPP

    Advanced Color: Not Supported

    Driver Name: C:\Windows\System32\DriverStore\FileRepository\nv_dispi.inf_amd64_edf184f24a37bacd\nvldumdx.dll,C:\Windows\System32\DriverStore\FileRepository\nv_dispi.inf_amd64_edf184f24a37bacd\nvldumdx.dll,C:\Windows\System32\DriverStore\FileRepository\nv_dispi.inf_amd64_edf184f24a37bacd\nvldumdx.dll,C:\Windows\System32\DriverStore\FileRepository\nv_dispi.inf_amd64_edf184f24a37bacd\nvldumdx.dll

    Driver File Version: 27.21.0014.5638 (English)

    Driver Version: 27.21.14.5638

    DDI Version: 12

    Feature Levels: 12_1,12_0,11_1,11_0,10_1,10_0,9_3,9_2,9_1

    Driver Model: WDDM 2.7

    Hardware Scheduling: Supported:False Enabled:False

    Graphics Preemption: DMA

    Compute Preemption: DMA

    Miracast: Not Supported

    Detachable GPU: No

    Hybrid Graphics GPU: Not Supported

    Power P-states: Not Supported

    Virtualization: Paravirtualization

    Block List: No Blocks

    Catalog Attributes: Universal:False Declarative:True

    Driver Attributes: Final Retail

    Driver Date/Size: 9/13/2020 8:00:00 PM, 1037840 bytes

    WHQL Logo'd: Yes

    WHQL Date Stamp: Unknown

    Device Identifier: {D7B71E3E-5482-11CF-F44D-9C091BC2D635}

    Vendor ID: 0x10DE

    Device ID: 0x17C2

    SubSys ID: 0x29923842

    Revision ID: 0x00A1

    Driver Strong Name: oem14.inf:0f066de367271d58:Section032:27.21.14.5638:pci\ven_10de&dev_17c2

    Rank Of Driver: 00CF2001

    Video Accel:

    DXVA2 Modes: {86695F12-340E-4F04-9FD3-9253DD327460} DXVA2_ModeMPEG2_VLD {6F3EC719-3735-42CC-8063-65CC3CB36616} DXVA2_ModeVC1_D2010 DXVA2_ModeVC1_VLD {32FCFE3F-DE46-4A49-861B-AC71110649D5} DXVA2_ModeH264_VLD_Stereo_Progressive_NoFGT DXVA2_ModeH264_VLD_Stereo_NoFGT DXVA2_ModeH264_VLD_NoFGT DXVA2_ModeHEVC_VLD_Main DXVA2_ModeMPEG4pt2_VLD_Simple DXVA2_ModeMPEG4pt2_VLD_AdvSimple_NoGMC {9947EC6F-689B-11DC-A320-0019DBBC4184} {33FCFE41-DE46-4A49-861B-AC71110649D5} {6AFFD11E-1D96-42B1-A215-93A31F09A53D} {914C84A3-4078-4FA9-984C-E2F262CB5C9C}

     

     

    Card name: NVIDIA GeForce GTX TITAN X

    Manufacturer: NVIDIA

    Chip type: GeForce GTX TITAN X

    DAC type: Integrated RAMDAC

    Device Type: Full Device (POST)

    Device Key: Enum\PCI\VEN_10DE&DEV_17C2&SUBSYS_29923842&REV_A1

    Device Status: 0180200A [DN_DRIVER_LOADED|DN_STARTED|DN_DISABLEABLE|DN_NT_ENUMERATOR|DN_NT_DRIVER]

    Device Problem Code: No Problem

    Driver Problem Code: Unknown

    Display Memory: 28557 MB

    Dedicated Memory: 12238 MB

    Shared Memory: 16318 MB

    Current Mode: 1280 x 1024 (32 bit) (60Hz)

    HDR Support: Not Supported

    Display Topology: Extend

    Display Color Space: DXGI_COLOR_SPACE_RGB_FULL_G22_NONE_P709

    Color Primaries: Red(0.639648,0.339844), Green(0.279297,0.619141), Blue(0.139648,0.069336), White Point(0.309570,0.330078)

    Display Luminance: Min Luminance = 0.500000, Max Luminance = 270.000000, MaxFullFrameLuminance = 270.000000

    Monitor Name: Generic PnP Monitor

    Monitor Model: DELL E173FP

    Monitor Id: DELA00B

    Native Mode: 1280 x 1024(p) (60.020Hz)

    Output Type: Displayport External

     

    -------------

    Sound Devices

    -------------

    Description: Acer X34 P (NVIDIA High Definition Audio)

    Default Sound Playback: Yes

    Default Voice Playback: No

    Hardware ID: HDAUDIO\FUNC_01&VEN_10DE&DEV_0070&SUBSYS_38422992&REV_1001

    Manufacturer ID: N/A

    Product ID: N/A

    Type: N/A

    Driver Name: nvhda64v.sys

    Driver Version: 1.3.38.35 (English)

    Driver Attributes: Final Retail

    WHQL Logo'd: Yes

    Date and Size: 6/8/2020 8:00:00 PM, 222112 bytes

    Other Files:

    Driver Provider: NVIDIA Corporation

    HW Accel Level: Emulation Only

    Cap Flags: 0xF1F

    Min/Max Sample Rate: 100, 200000

    Static/Strm HW Mix Bufs: 1, 0

    Static/Strm HW 3D Bufs: 0, 0

    HW Memory: 0

    Voice Management: No

    EAX 2.0 Listen/Src: No, No

    I3DL2 Listen/Src: No, No

    Sensaura ZoomFX: No

     

    Description: Digital Audio (S/PDIF) (High Definition Audio Device)

    Default Sound Playback: No

    Default Voice Playback: No

    Hardware ID: HDAUDIO\FUNC_01&VEN_10EC&DEV_0900&SUBSYS_1043864B&REV_1000

    Manufacturer ID: N/A

    Product ID: N/A

    Type: N/A

    Driver Name: HdAudio.sys

    Driver Version: 10.0.19041.264 (English)

    Driver Attributes: Final Retail

    WHQL Logo'd: Yes

    Date and Size: 5/8/2020 8:00:00 PM, 430080 bytes

    Other Files:

    Driver Provider: Microsoft

    HW Accel Level: Emulation Only

    Cap Flags: 0xF1F

    Min/Max Sample Rate: 100, 200000

    Static/Strm HW Mix Bufs: 1, 0

    Static/Strm HW 3D Bufs: 0, 0

    HW Memory: 0

    Voice Management: No

    EAX 2.0 Listen/Src: No, No

    I3DL2 Listen/Src: No, No

    Sensaura ZoomFX: No

     

    Description: Headphones (Oculus Virtual Audio Device)

    Default Sound Playback: No

    Default Voice Playback: No

    Hardware ID: Root\oculusvad_OculusVad

    Manufacturer ID: N/A

    Product ID: N/A

    Type: N/A

    Driver Name: oculusvad.sys

    Driver Version: 0.12.6.503 (English)

    Driver Attributes: Final Retail

    WHQL Logo'd: Yes

    Date and Size: 6/16/2020 8:00:00 PM, 72208 bytes

    Other Files:

    Driver Provider: Oculus

    HW Accel Level: Emulation Only

    Cap Flags: 0xF1F

    Min/Max Sample Rate: 100, 200000

    Static/Strm HW Mix Bufs: 1, 0

    Static/Strm HW 3D Bufs: 0, 0

    HW Memory: 0

    Voice Management: No

    EAX 2.0 Listen/Src: No, No

    I3DL2 Listen/Src: No, No

    Sensaura ZoomFX: No

     

    Description: Headset Earphone (Razer Electra V2 USB)

    Default Sound Playback: No

    Default Voice Playback: Yes

    Hardware ID: USB\VID_1532&PID_0514&REV_0014&MI_00

    Manufacturer ID: N/A

    Product ID: N/A

    Type: N/A

    Driver Name: USBAUDIO.sys

    Driver Version: 10.0.19041.388 (English)

    Driver Attributes: Final Retail

    WHQL Logo'd: Yes

    Date and Size: 7/6/2020 8:00:00 PM, 202752 bytes

    Other Files:

    Driver Provider: Microsoft

    HW Accel Level: Emulation Only

    Cap Flags: 0xF1F

    Min/Max Sample Rate: 100, 200000

    Static/Strm HW Mix Bufs: 1, 0

    Static/Strm HW 3D Bufs: 0, 0

    HW Memory: 0

    Voice Management: No

    EAX 2.0 Listen/Src: No, No

    I3DL2 Listen/Src: No, No

    Sensaura ZoomFX: No

     

    ---------------------

    Sound Capture Devices

    ---------------------

    Description: Headset Microphone (Oculus Virtual Audio Device)

    Default Sound Capture: No

    Default Voice Capture: No

    Driver Name: oculusvad.sys

    Driver Version: 0.12.6.503 (English)

    Driver Attributes: Final Retail

    Date and Size: 6/16/2020 8:00:00 PM, 72208 bytes

    Cap Flags: 0x1

    Format Flags: 0xFFFFF

     

    Description: Headset Microphone (Razer Electra V2 USB)

    Default Sound Capture: Yes

    Default Voice Capture: Yes

    Driver Name: USBAUDIO.sys

    Driver Version: 10.0.19041.388 (English)

    Driver Attributes: Final Retail

    Date and Size: 7/6/2020 8:00:00 PM, 202752 bytes

    Cap Flags: 0x1

    Format Flags: 0xFFFFF

     

    ---------------------

    Video Capture Devices

    Number of Devices: 0

    ---------------------

    -------------------

    DirectInput Devices

    -------------------

    Device Name: Mouse

    Attached: 1

    Controller ID: n/a

    Vendor/Product ID: n/a

    FF Driver: n/a

     

    Device Name: Keyboard

    Attached: 1

    Controller ID: n/a

    Vendor/Product ID: n/a

    FF Driver: n/a

     

    Device Name: Razer Electra V2 USB

    Attached: 1

    Controller ID: 0x0

    Vendor/Product ID: 0x1532, 0x0514

    FF Driver: n/a

     

    Device Name: Razer Electra V2 USB

    Attached: 1

    Controller ID: 0x0

    Vendor/Product ID: 0x1532, 0x0514

    FF Driver: n/a

     

    Device Name: Razer DeathStalker

    Attached: 1

    Controller ID: 0x0

    Vendor/Product ID: 0x1532, 0x0118

    FF Driver: n/a

     

    Device Name: Razer DeathAdder V2

    Attached: 1

    Controller ID: 0x0

    Vendor/Product ID: 0x1532, 0x0084

    FF Driver: n/a

     

    Device Name: Razer DeathAdder V2

    Attached: 1

    Controller ID: 0x0

    Vendor/Product ID: 0x1532, 0x0084

    FF Driver: n/a

     

    Device Name: Razer DeathAdder V2

    Attached: 1

    Controller ID: 0x0

    Vendor/Product ID: 0x1532, 0x0084

    FF Driver: n/a

     

    Device Name: Razer DeathStalker

    Attached: 1

    Controller ID: 0x0

    Vendor/Product ID: 0x1532, 0x0118

    FF Driver: n/a

     

    Device Name: Razer DeathAdder V2

    Attached: 1

    Controller ID: 0x0

    Vendor/Product ID: 0x1532, 0x0084

    FF Driver: n/a

     

    Device Name: Razer DeathStalker

    Attached: 1

    Controller ID: 0x0

    Vendor/Product ID: 0x1532, 0x0118

    FF Driver: n/a

     

    Device Name: Razer DeathStalker

    Attached: 1

    Controller ID: 0x0

    Vendor/Product ID: 0x1532, 0x0118

    FF Driver: n/a

     

    Poll w/ Interrupt: No

     

    -----------

    USB Devices

    -----------

    + USB Root Hub (USB 3.0)

    | Vendor/Product ID: 0x8086, 0x8D31

    | Matching Device ID: USB\ROOT_HUB30

    | Service: USBHUB3

    | Driver: USBHUB3.SYS, 8/8/2020 04:17:39, 647992 bytes

    |

    +-+ Generic USB Hub

    | | Vendor/Product ID: 0x174C, 0x2074

    | | Location: Port_#0010.Hub_#0003

    | | Matching Device ID: USB\USB20_HUB

    | | Service: USBHUB3

    | | Driver: USBHUB3.SYS, 8/8/2020 04:17:39, 647992 bytes

    | |

    | +-+ USB Composite Device

    | | | Vendor/Product ID: 0x1532, 0x0084

    | | | Location: Port_#0001.Hub_#0007

    | | | Matching Device ID: USB\COMPOSITE

    | | | Service: usbccgp

    | | | Driver: usbccgp.sys, 9/27/2020 17:45:40, 185664 bytes

    | | |

    | | +-+ Razer DeathAdder V2

    | | | | Vendor/Product ID: 0x1532, 0x0084

    | | | | Location: 0000.0014.0000.010.001.000.000.000.000

    | | | | Matching Device ID: usb\vid_1532&pid_0084&mi_00

    | | | | Service: HidUsb

    | | | | Driver: RzS3WizardPkgS3.exe, , 0 bytes

    | | | | Driver: hidusb.sys, 12/7/2019 05:07:56, 44032 bytes

    | | | | Driver: hidclass.sys, 12/7/2019 05:07:56, 225792 bytes

    | | | | Driver: hidparse.sys, 12/7/2019 05:07:56, 46080 bytes

    | | | | Driver: RazerS3Coinstaller.dll, 6/10/2020 04:06:44, 79376 bytes

    | | | |

    | | | +-+ HID-compliant mouse

    | | | | | Vendor/Product ID: 0x1532, 0x0084

    | | | | | Matching Device ID: HID_DEVICE_SYSTEM_MOUSE

    | | | | | Service: mouhid

    | | | | | Driver: mouhid.sys, 12/7/2019 05:07:56, 35328 bytes

    | | | | | Driver: mouclass.sys, 12/7/2019 05:07:56, 67600 bytes

    | | | |

    | | +-+ USB Input Device

    | | | | Vendor/Product ID: 0x1532, 0x0084

    | | | | Location: 0000.0014.0000.010.001.000.000.000.000

    | | | | Matching Device ID: USB\Class_03

    | | | | Service: HidUsb

    | | | | Driver: hidusb.sys, 12/7/2019 05:07:56, 44032 bytes

    | | | | Driver: hidclass.sys, 12/7/2019 05:07:56, 225792 bytes

    | | | | Driver: hidparse.sys, 12/7/2019 05:07:56, 46080 bytes

    | | | |

    | | | +-+ HID Keyboard Device

    | | | | | Vendor/Product ID: 0x1532, 0x0084

    | | | | | Matching Device ID: HID_DEVICE_SYSTEM_KEYBOARD

    | | | | | Service: kbdhid

    | | | | | Driver: kbdhid.sys, 12/7/2019 05:07:56, 46592 bytes

    | | | | | Driver: kbdclass.sys, 12/7/2019 05:07:56, 71480 bytes

    | | | |

    | | +-+ USB Input Device

    | | | | Vendor/Product ID: 0x1532, 0x0084

    | | | | Location: 0000.0014.0000.010.001.000.000.000.000

    | | | | Matching Device ID: USB\Class_03&SubClass_01

    | | | | Service: HidUsb

    | | | | Driver: hidusb.sys, 12/7/2019 05:07:56, 44032 bytes

    | | | | Driver: hidclass.sys, 12/7/2019 05:07:56, 225792 bytes

    | | | | Driver: hidparse.sys, 12/7/2019 05:07:56, 46080 bytes

    | | | |

    | | | +-+ HID Keyboard Device

    | | | | | Vendor/Product ID: 0x1532, 0x0084

    | | | | | Matching Device ID: HID_DEVICE_SYSTEM_KEYBOARD

    | | | | | Service: kbdhid

    | | | | | Driver: kbdhid.sys, 12/7/2019 05:07:56, 46592 bytes

    | | | | | Driver: kbdclass.sys, 12/7/2019 05:07:56, 71480 bytes

    | |

    +-+ USB Composite Device

    | | Vendor/Product ID: 0x1532, 0x0118

    | | Location: Port_#0012.Hub_#0003

    | | Matching Device ID: USB\COMPOSITE

    | | Service: usbccgp

    | | Driver: usbccgp.sys, 9/27/2020 17:45:40, 185664 bytes

    | |

    | +-+ USB Input Device

    | | | Vendor/Product ID: 0x1532, 0x0118

    | | | Location: 0000.0014.0000.012.000.000.000.000.000

    | | | Matching Device ID: USB\Class_03&SubClass_01

    | | | Service: HidUsb

    | | | Driver: hidusb.sys, 12/7/2019 05:07:56, 44032 bytes

    | | | Driver: hidclass.sys, 12/7/2019 05:07:56, 225792 bytes

    | | | Driver: hidparse.sys, 12/7/2019 05:07:56, 46080 bytes

    | | |

    | | +-+ HID Keyboard Device

    | | | | Vendor/Product ID: 0x1532, 0x0118

    | | | | Matching Device ID: HID_DEVICE_SYSTEM_KEYBOARD

    | | | | Service: kbdhid

    | | | | Driver: kbdhid.sys, 12/7/2019 05:07:56, 46592 bytes

    | | | | Driver: kbdclass.sys, 12/7/2019 05:07:56, 71480 bytes

    | | |

    | +-+ USB Input Device

    | | | Vendor/Product ID: 0x1532, 0x0118

    | | | Location: 0000.0014.0000.012.000.000.000.000.000

    | | | Matching Device ID: USB\Class_03

    | | | Service: HidUsb

    | | | Driver: hidusb.sys, 12/7/2019 05:07:56, 44032 bytes

    | | | Driver: hidclass.sys, 12/7/2019 05:07:56, 225792 bytes

    | | | Driver: hidparse.sys, 12/7/2019 05:07:56, 46080 bytes

    | | |

    | | +-+ HID Keyboard Device

    | | | | Vendor/Product ID: 0x1532, 0x0118

    | | | | Matching Device ID: HID_DEVICE_SYSTEM_KEYBOARD

    | | | | Service: kbdhid

    | | | | Driver: kbdhid.sys, 12/7/2019 05:07:56, 46592 bytes

    | | | | Driver: kbdclass.sys, 12/7/2019 05:07:56, 71480 bytes

    | | |

    | +-+ USB Input Device

    | | | Vendor/Product ID: 0x1532, 0x0118

    | | | Location: 0000.0014.0000.012.000.000.000.000.000

    | | | Matching Device ID: USB\Class_03

    | | | Service: HidUsb

    | | | Driver: hidusb.sys, 12/7/2019 05:07:56, 44032 bytes

    | | | Driver: hidclass.sys, 12/7/2019 05:07:56, 225792 bytes

    | | | Driver: hidparse.sys, 12/7/2019 05:07:56, 46080 bytes

    | | |

    | | +-+ HID-compliant mouse

    | | | | Vendor/Product ID: 0x1532, 0x0118

    | | | | Matching Device ID: HID_DEVICE_SYSTEM_MOUSE

    | | | | Service: mouhid

    | | | | Driver: mouhid.sys, 12/7/2019 05:07:56, 35328 bytes

    | | | | Driver: mouclass.sys, 12/7/2019 05:07:56, 67600 bytes

     

    ----------------

    Gameport Devices

    ----------------

     

    ------------

    PS/2 Devices

    ------------

     

    ------------------------

    Disk & DVD/CD-ROM Drives

    ------------------------

    Drive: C:

    Free Space: 775.2 GB

    Total Space: 953.2 GB

    File System: NTFS

    Model: Samsung SSD 850 EVO 1TB

     

    Drive: D:

    Free Space: 1100.8 GB

    Total Space: 3815.3 GB

    File System: NTFS

    Model: WDC WD4003FZEX-00Z4SA0

     

    Drive: E:

    Free Space: 139.7 GB

    Total Space: 381.6 GB

    File System: NTFS

    Model: ST3400833AS

     

    Drive: F:

    Free Space: 39.8 GB

    Total Space: 114.5 GB

    File System: NTFS

    Model: INTEL SSDSC2MH120A2

     

  7. I have several issues with GW2 crashing. This has been going on for a year or two now, usually causes me just to quit. I'd like to stick around this time, so lets see if anyone knows.

     

    1. The screen will flash black several times, and the sound will go away while this is happening. Then everything comes back normal, and I can continue playing. Happens randomly, found no pattern.

     

    2. My entire computer will freeze, and the sound goes berserk. Forced restart is required. This happens only once a day or so.

     

    3. Game crashes, and complains about my video card drivers.

     

    ----------------

     

    Now, before the usual "Update your drivers" complaint, or hardware issues. A few things to note, this ONLY happens in GW2. I can even play Star Citizen on max settings with barely a hint of FPS drop, and plenty of other modern games, and heavily populated MMO's (FF14, WoW, PS2, etc).

     

    I have also updated my drivers, and since this has been happening for awhile, I have been through several iterations of drivers. Not only that, but I reformated my entire computer, wiped it all. Which also means i reinstalled GW2 from scratch.

     

    I have also monitored everything I can on my computer hardware wise. Temperature, voltage, etc. I have found zero faults on my computer. My computer also is a 3.2 GHZ i7, Titan X, with 32 gigs of RAM. GW2 is also sitting on an SSD. Also tried underclocking my video card even, without any noticeable difference.

     

    Also, when it crashes, GW2 does not provide a log. I've checked the areas that their support area mentions, and there isn't anything for whatever reason.

     

    P.S. The way this forum formats DXDiag is pretty sweet.

     

  8. I think it would definitely benefit GW2 if they released a "complete" version.

     

    As for the whole "How dare someone get a better deal than me", that is silly. The game wants to bring new people in. As someone whose played since beta, bring on the new players. Fill out the world more. Give people deals, hell if I care. I will never understand the whole getting triggered over someone getting it cheaper than them.

  9. > @"robertthebard.8150" said:

    > > @"maddoctor.2738" said:

    > > > @"robertthebard.8150" said:

    > > > > @"Miellyn.6847" said:

    > > > > > @"Fractured.3928" said:

    > > > > > > @"Blocki.4931" said:

    > > > > > > > @"Fractured.3928" said:

    > > > > > > > > @"Blocki.4931" said:

    > > > > > > > > Weapons are hardcoded into the classes, just like weights. The reason elite specs can use different weapons is because technically a Chronomancer is not a Mesmer, it's its own thing.

    > > > > > > >

    > > > > > > > I would literally be amazed if this was true, and dumb founded by lack of foresight. Do you have proof of this hilarious oversight by the devs?

    > > > > > > >

    > > > > > > > @"voltaicbore.8012"

    > > > > > > >

    > > > > > > > You're correct, balance does come into play whether I want it or not. I just don't think any of the mixes would particularly outshine plenty of things in the game already.

    > > > > > >

    > > > > > > It's not an oversight, that's just how the game functions. When this game was made they weren't planning to release an expansion or literally change how classes work.

    > > > > >

    > > > > > As someone who does some programming, and doing plenty of architectural IT work. Not expecting to change things like that, is very much so an oversight. Also, I am unable to find any proof of what you're saying is true, so I'll just choose to not believe that the devs would do something like that.

    > > > >

    > > > > It's really easy to prove him wrong. They added trident to revenant after release. Adding weapons to classes is not a problem.

    > > >

    > > > Except that that's not the question here? Which elite spec did they move it from?

    > >

    > > The exact quote:

    > > > Weapons are hardcoded into the classes, just like weights. The reason elite specs can use different weapons is because technically a Chronomancer is not a Mesmer, it's its own thing.

    > >

    > > if weapons are "hardcoded into the classes", how did they add Trident to Revenant? Also, Herald and Renegade can use the Trident as well.

    > >

    > > Edit: by the way, I don't think they should give elite spec weapons to core, and in no way to other elite specs, they are fine the way they work. Unlocking a new weapon type by using a specific elite spec is good design.

    >

    > Because Trident wasn't hardcoded into an elite spec. That's the question of the thread, and the context for the answer. I agree, however, that we don't need them shifting espec stuff around to core, or other specs.

     

    I would put money down on weapons not being hardcoded to classes. This is just another myth, like WoW's initial bag slot.

     

    I have yet to find any proof that anything like this at all is hardcoded, plus it...doesn't make sense for it to be hard-coded.

     

  10. > @"Infusion.7149" said:

    > My best advice to you is to leave alacrity to the renegades. Because you aren't running shield or the seize the moment trait, this is more or less a damage build.

    >

    > For that sort of setup I'd probably run berserker stats with pack runes or mix berserker + assassin's in with scholar runes.

    >

    > I'd run Phantasmal Disenchanter instead of well of calamity. The PvE cooldown is the same but has higher damage. Pistol is sort of an odd choice over focus as well.

     

    Pistol is literally just because I like the magic missile shot, and the followup on the Illusion. That's it /shrug. Thanks for the input

     

    @"Laila Lightness.8742" Awesome thanks

  11. > @"Sobx.1758" said:

    > > @"Fractured.3928" said:

    > > > @"Thornwolf.9721" said:

    > > >

    > > >

    > > > 1. A rework to the current minions in both appearance, visuals in general and power.

    > > > 2. Give a weapon (Staff) a rework and have it be the defecto cat-herding weapon. Right now for Ranger is Axe man-hand that gives our animal companion specific ability commands or well "Added" commands. Its one of the few, I feel Pushing staff to be the minion stick would help it have a place while also benefiting necromancers minions. Besides what kind of MM doesn't use a stick? (Could do Dagger/dagger too)

    > > > 3. We would need added bonuses in the trait tree to be more impactful, such as for example perhaps one that makes it when a minion dies it does X. Which you could then build something around~

    > > > 4. Likely they could fold some minions into one another.. (bone-horrors/shambling horrors could be merged with the shade. both being replaced by something more ghastly.)

    > > > 5. Would need defenses for the caster based on minion type/amount.

    > > >

    > > > These are all things it would require, ontop of that I Feel like they need a overhaul to the theme of being a summoner. But who am I kidding... they will just make an E-spec for guardian in which it does minions better than necromancers do~

    > >

    > > I agree with all of this.

    > >

    > > 1. I'd pay a lot of money to have skeleton skins over my minions, I'm just not a fan of the abomination/Frankenstein type Necro. Rats just cheap looking skeletons, or even zombies. Bone Fiend skeleton archer (Would prefer 2 though). Shadowfiend is fine. Flesh Golem could be more of a Death Knight. Blood Fiend could be a Skeleton Priest.

    >

    > I remember when people kept repeating they'd pay a lot money for official build templates and we all know how happy they were after they got what they wanted :p

    > At least in this case it would be hard to backfire, might have some clarity issues though, but I don't think I'd personally have a problem with that.

    > ...then again, I also don't have a problem with gw2 being its own thing, so w/e.

    >

    > > 2. Staff needs a huge rework, and making it a MM stick sounds perfect. Both from the "Herding" lore perspective, and because its 2h.

    >

    > Making a weapon reliant on elite skills (and elite skills reliant on the weapon) is pretty weird and I don't think it would be a good change at all.

    > Staff... I don't like it, but from what I see some people do, so saying it needs a huge rework is subjective. Unless it's old news now and nobody likes staff, which I doubt as I still see people running with it.

    > I really thing the idea of connecting weapon to elite skill type (and vice versa) should be dropped, I don't like that at all.

     

    We already have several weapons that are reliant on elite specs and such.

     

    Anyways, I think an elite spec that changes how Staff works is completely fine. Or just rework the whole thing, I don't care either way.

  12. > @"Thornwolf.9721" said:

    >

    >

    > 1. A rework to the current minions in both appearance, visuals in general and power.

    > 2. Give a weapon (Staff) a rework and have it be the defecto cat-herding weapon. Right now for Ranger is Axe man-hand that gives our animal companion specific ability commands or well "Added" commands. Its one of the few, I feel Pushing staff to be the minion stick would help it have a place while also benefiting necromancers minions. Besides what kind of MM doesn't use a stick? (Could do Dagger/dagger too)

    > 3. We would need added bonuses in the trait tree to be more impactful, such as for example perhaps one that makes it when a minion dies it does X. Which you could then build something around~

    > 4. Likely they could fold some minions into one another.. (bone-horrors/shambling horrors could be merged with the shade. both being replaced by something more ghastly.)

    > 5. Would need defenses for the caster based on minion type/amount.

    >

    > These are all things it would require, ontop of that I Feel like they need a overhaul to the theme of being a summoner. But who am I kidding... they will just make an E-spec for guardian in which it does minions better than necromancers do~

     

    I agree with all of this.

     

    1. I'd pay a lot of money to have skeleton skins over my minions, I'm just not a fan of the abomination/Frankenstein type Necro. Rats just cheap looking skeletons, or even zombies. Bone Fiend skeleton archer (Would prefer 2 though). Shadowfiend is fine. Flesh Golem could be more of a Death Knight. Blood Fiend could be a Skeleton Priest.

     

    2. Staff needs a huge rework, and making it a MM stick sounds perfect. Both from the "Herding" lore perspective, and because its 2h.

     

    3. The only thing I like about the skill tree is the poison rat synergy, about it sadly. Still hate exploding my rats though, doens't feel good.

     

     

  13. So, to say first, this is the build I enjoy. I'm not looking to compete in PVP or extreme raiding. I'll definitely take some feedback on the Wells I've chosen if someone has some solid feedback. What I'm really hoping for, what kind of stats, runes, and Sigils should I be looking for on my Chrono? I may have a crappy build, but I'd like to at least make it as good as possible.

     

    Gameplay wise, I mostly stick with Greatsword. Shattering illusions before I create more. I'll switch to Sword/Pistol during GS cooldown and shoot the pistol a bit (Seriously hope we get dual pistol at some point), but I'll switch back the moment the switch cooldown is done basically. And the reason for the clone spawning signet, I feel busy enough with all my other stuff, that this passive felt solid enough, and my whole build is around spawning illusions/clones.

     

    http://gw2skills.net/editor/?PixAExrlVwYYOMFWJOqWaNdA-e

  14. > @"Blocki.4931" said:

    > > @"Fractured.3928" said:

    > > > @"Blocki.4931" said:

    > > > Weapons are hardcoded into the classes, just like weights. The reason elite specs can use different weapons is because technically a Chronomancer is not a Mesmer, it's its own thing.

    > >

    > > I would literally be amazed if this was true, and dumb founded by lack of foresight. Do you have proof of this hilarious oversight by the devs?

    > >

    > > @"voltaicbore.8012"

    > >

    > > You're correct, balance does come into play whether I want it or not. I just don't think any of the mixes would particularly outshine plenty of things in the game already.

    >

    > It's not an oversight, that's just how the game functions. When this game was made they weren't planning to release an expansion or literally change how classes work.

     

    As someone who does some programming, and doing plenty of architectural IT work. Not expecting to change things like that, is very much so an oversight. Also, I am unable to find any proof of what you're saying is true, so I'll just choose to not believe that the devs would do something like that.

  15. > @"Taril.8619" said:

     

    > Though, there is something to be said about additional workload with things like Primal Burst for Warrior MH Dagger, Malicious variant of Thief Staff stealth skill and additional dual attunement skills for Weaver Warhorn...

     

    I didn't even think about the Weaver, and how that would force them to deal with that on every single expansion. That so far is the biggest argument against this imo.

     

  16. > @"Blocki.4931" said:

    > Weapons are hardcoded into the classes, just like weights. The reason elite specs can use different weapons is because technically a Chronomancer is not a Mesmer, it's its own thing.

     

    I would literally be amazed if this was true, and dumb founded by lack of foresight. Do you have proof of this hilarious oversight by the devs?

     

    @"voltaicbore.8012"

     

    You're correct, balance does come into play whether I want it or not. I just don't think any of the mixes would particularly outshine plenty of things in the game already.

  17. > @"flog.3485" said:

    > Because balance.

    >

    > Just imagine what would happen if you are a mirage and you get access to shield. No balance updates would make it fair neither fun to play against.

    >

    > But who knows ? Maybe that is the big plan. Nerf the ES so hard so that in the future you can play whatever spec with whatever weapon (with the exception of core spec using ES weapons obviously).

     

    As far as I'm aware, there are only a couple specs at most that would cause balance issues. I don't believe that is enough reason to remove a fairly significant amount of playstyles. PVP can keep their restrictions if they want, I don't do it lol.

     

    Also, should have mentioned, I'm totally fine with the Elite Specs unlocking the weapons. So you still have to get the expansion, and still have to get the points to unlock the weapon. Hell, I wouldn't even care if its required that you fully unlock the entire ES before you can use the weapon for everything.

  18. To me it seems silly that Elite Spec weapons are still tied to Elite Specs. Sure, the weapons obviously benefit from those specs, but there are weapons that I far prefer to continue using with other specs.

     

    My two big examples is, I LOVE the Necro's two handed sword, and I don't want to lose it just because I want to try the new ES.

     

    And if Mesmer actually manages to get a main hand pistol, I DEFINITELY want that, but I love Chronomancer so much.

     

    I just want to play with the weapons I want, while using the ES that I enjoy the most. And I don't particularly see a reason for it to be forced like it continues to be. My damage might get hit a bit, but I'm a super casual, so don't really care.

×
×
  • Create New...