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Baine.9650

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  1. Same Issue. I'm guessing the asian side has stability issues again. Happy that GW2 is growing, but very sad that with the game experience as it is now, it's a soft cap on the players being able to play....everyone needs to use some kind of Exit L@g situation which is terrible. It makes the game a sub service....
  2. Any marked players should not be able to stealth at all when they are marked. This most often occurs on blast or leap finishers on smoke fields. They disappear for 1 or 2 seconds then reappear again. They should not be disappearing at all. This makes marked entirely useless since the target loss lock and projectile disjoint is the main point of temporary stealth, and they both still happen on temporary stealth skills.
  3. It's still happening. Plus I crashed out of a Public Convergence and was unable to get in. What a nightmare this gamemode has been!! Stop making public instanced content with no way of rejoining after crash.
  4. Kicked out during a EOD full clear. kitten.
  5. Is there a way to get the ley heart without progressing the meta? I heard the skips were fixed, and it seems that everyone does AB/Gerent and then just runs off. Anyone with a workaround or organizing a Dragon's Stand run within the next few days?
  6. My friend from Philippines just got another half day suspension for using mudfish. Just another day playing gw2 I guess. You really are doomed to misery if you live outside NA/EU
  7. From TOS: [You are not allowed to] Buy, sell, share, or transfer Use to the Services to or from any third party (including buying or selling Virtual Goods from or to other players for real money). Sell, license, rent, distribute, copy, reproduce, transmit, publicly display, publicly perform, publish, adapt, edit, modify or create derivative works from, or in any way exploit the Services and/or any of the content or materials on the Services, in whole or in part, except as allowed by us or as explicitly provided by the Services.
  8. If anything, cs will now look into your account and possibly flag you for banning because you posted this thread, effectively admitting you broke terms of service
  9. I have played guild wars for nearly 13 years now. On and off, even in guild wars 1, my ping would spike to 3k to 5k. In my 9 years of guild wars 2, I continue to experience the same. Recently it has become worse and I have been having a horrible game experience across all game modes. A lot of my friends have resorted to using game network accelerators like mudfish to have a consistent ping. Many have been using such solutions since year 1 of gw2, and it has cost them quite a bit of money since then! However I don't believe that this is a good solution given GW2 will soon release on steam. I implore Anet to fix this issue for longer distance players not from EU or NA.
  10. Daily crafting is really unintuitive for new players and they feel bad for missing it just because they don't have the materials or levels to do daily crafting. Can all accounts get allowances to craft extra daily crafting items as a log-in reward? Meaning, if you logged in, you get a +1 to all daily crafting, if you don't use it, it simply stores up. That way, when they finally get the levels, they enjoy the reward of being able to create a bunch of daily crafting goods and catch up faster that way. Put the limit at +1,000 or something too so people are not pressured to maintain the limit.
  11. Maybe they should make tempest overloads provide weapon enhancements that grant boons on striking. We don't want extra damage, but just a way to add boons to our allies during combat. Alternatively make conjured weapons stronger and easier to use. I'm thinking engineer kit kinda of easy where dropping a conjured weapon just leaves it on the ground again just for the player who dropped it, instead of destroying it entirely. I think the biggest issue is that arenanet wants ele to remain weak because of their potential damage. I would rather sacrifice some of that potential if it means it becomes an easier class to play effectively.
  12. Balancing 20 skills for every weapon set and combination and have them be weak enough to be spent in rotation without overpowering other classes seem to be the greatest challenge for Anet to balance out the elementalist. They are constantly thinking of the options that eles have in each situation, but never the reality that eles simply require too much skill to play on equal level as other classes. An obvious way to balance this is simply to either (1) remove skills or (2) segregate their power I think there are some good conversations to be had about ele traits controlling the attunements they have access too (maybe having the fire trait gives access to fire/water, and air access to air/earth, and arcane gives you more overall power at the cost of attunement choices, thus making core ele viable again) Or even making each attunement a different playstyle. You can have a stacking buff the longer u remain in an attunement to emphasize the playstyle - power for fire, alacrity/crit chance/damage for air, condi damage for earth and healing for water. That way you can have a focus on skillsets rather than interacting and going thru the entire tree. Weaver can be balanced by changing how dual attacks trigger. Instead of the attunements swapping totally, they can have a main attunement (set by attuning to a single element 3 times out of combat) and then have a sub attunement which is the only attunement to be changed during combat (so you would only be fire(main)/-fire/water/earth/air(sub)) for the entire combat and have less access to different skills. Tempest can be balanced by gaining the stacking buff faster when channeling an overload - to reflect their gameplay style Also please give eles quickness or alac. We need 1 of the 2.
  13. Maybe for gw3, because the arena transitions is actually an infrastructure choice, and you can't change those well into the lifetime of a game. I dislike open world - too much latency issues. Look at WvW. Its a huge map, but lags often in large scale fights if you don't have a monster PC, and 80% of the fights in wvw is large scale. Just feels to me that theres a tradeoff between** gameplay experience and immersion due to technical limits and I rather have a game thats fun
  14. I think a system that upscales people to a certain stat amount would work in this case. To be honest the amulet system in pvp is very limiting - I was imagining a full inventory system with swappable runes/amulets, with weapon damage all made consistent if we're talking wishlist. The lowest effort way to make this would be to simply fix weapon damage to lvl 80/ascended no matter what weapon you're wielding, and then fix stats to scale up to as if you're wearing an ascended stat piece in your slot, as long as the slot item is a lvl 80 exotic.
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