Jump to content
  • Sign Up

Shailyn Slay.7234

Members
  • Posts

    78
  • Joined

  • Last visited

Shailyn Slay.7234's Achievements

  1. What Healix wrote. EU daylight saving ended (or started?) recently, however the GW2 servers never cared about that and just continue to run the same 24h cycle as before. So relative to EU time everything shifts by 1 hour.
  2. While I'm not a native english speaker (EU), I still play the game on english, so I'm not 100% percent sure if this is correct but: afaik, the Megaserver system still considers the old server designations (also on PvE maps), which - on EU - leads to people playing in not English often being on the same map. (There were German, French & Spanish servers at some point). I'm not sure if anything like an (unofficial) spanish/latino/oceania/... server exists for NA, but maybe that'd be an option for OP? Otherwise the introduction of Alliance system might give an opportunity to completely remove the server structure and instead use game language settings as a factor for megaserver map assignment.
  3. It's an okay goal, but increasing above ~200 takes a lot more luck, so it just becomes slower and slower. If you don't have alrger amounts of gold (200-300 at least) it won't be feasible to increase it by much without large time investments Getting nodes yourself is not really a way to make money (it can become profitable over years but ...). Some people do it for fun, some because they are collectors, etc. You can gather each specific home instance node once per day (on any character, in any home instance). If you know some people who have a lot of nodes (or use lfg) just use their instance Laurels are an easy source for your first ascended amulet (core stats only though) you can also get utility infusions for these. If its money you want go for T6 material bags. it's very tedious to convert Karma into gold - most people just let it pile up. You can spend (&earn) a lot during wintersday Not sure how high the profit is, but in the long you will want to use these materials at some point. I'd recommend keeping them for now. Dungeon tokens are indeed best spend on exotic gear - be aware though that each dungeon only offers 3 stat combinations - some are quite good others not so much (don't remember which ones CM has)
  4. My account is (pre-)release as well, and I often feel I have the same/similar problem. While I'm not a plat player (and probably never will be) I can play in gold and uusally still perform well. However, there are so many matches that are completely unwinnable (or already won) within 1-2 minutes - it's so obvious when a team (sometimes mine, sometimes now) just can not perform. One thing I noticed is that this effect is stronger (or maybe just feels worse?) when your rating is further away from where you could/should be - in (high) Silver I often feel like I couldn't impact games that much, in g1/g2 this already became better. I've also noticed that it's almost impossible for me get placed into Gold in any season - 1200 is the "default" rating (50/50 wins) and marks the silver/gold border. But even with 6/10 placement wins I will usually end up placed in silver 2/3. I often feel like the 'soft reset' of MMR that's suppsoed to happen between seasons either doesn't happen at all; is so soft that it might as well not exits; or somehow takes into account all seaons/ratings you ever had
  5. 1) PvP does not use (PvE) gear - is has it's own stat system that is independent and equalized. If you click on the 'helmet' button in the middle top of the screen you can select amulet (base stats), rune & sigils for your pvp build. The stat combinations on the amultes make up you main stats - not sure which are best for necro (or rather your build), but you can check sites like metabattle.com for spceifics like that. 2) Minions should automatically attack targets in range; however, I'm unsure how targeting preference works for necro as I never play it.
  6. You're allowed to use your account from whatever computer you want. What is not allowed would be sharing your account with a friend (so maybe don't save your password on their pc). As long as you just use a 'borrowed' computer you're golden.
  7. You can get grandmaster marks (of any type) from ranked PvP - only 3 or so per season, so it's slow, but it IS possible to get them without any crafting at all. Additonally both PvP & WvW have some chances of dropping ascneded gear, so if play these modes exclusively you are bound to get some ascended gear (which is only relevant for WvW and not sPvP anyway) at somepoint. WvW might have even more options to get ascended gear that I don't know about, cause I don't really play it (I'm guessing some of the armor/weapons you can unlock for skrimisher tickets might be ascended).
  8. Most people have already pointed out the common advice that you shouldnt boost your first 1-2 characters to learn the game, but afterwards that completely fine. One part of your question that wasn't commented one is your descriptions/feelings of the classes: you described warrior as heads-on with good damage and healing and thief as very bursty with low healing. This is excactly how these classes are supposed to feel, warrior just runs in & hits everything until it's dead. Thief on the other hand bursts 1-2 targets down & then - and I feel like you maybe missed that - needs to vansish again; a Thief's best defense is not getting caught in the first place - using evade skills, blind or stealth.This different approach of classes to handle combat is very much intended (and a big part why you should try different classes to see which one fits you). Guardian for example is a heavy armor class, but has low HP - defense therefore relies on active block skills and (similar to thief) killing things before they get dangerous. The list goes on ... Generally all classes can do dungeons or (casual) fractal runs. For really high level play people want to see certain builds, which may favor some classes over others, but you shouldn't worry about that now (especially since these builds & classes can change with balance updates).
  9. If I remember correctly this achievement also took me a while because the events are very much RNGish. One thing that is important to note is that they can (randomly) pop up at any of the 3 cannons - so camping a single one might mean you miss the event running somewhere else on the map.Best way to get is probably to ask in map chat & lfg and hope people shout out if they see the event running somewhere.
  10. I remember reading somewhere that in order to get mounts 'look good' the devs had to change how moving animations are done in the game:On foot characters either move (at a certain speed) or not and the camera follows them at that same speed and everything is fine. However, at the high speeds of mounts the instant change from stationary to moving looks disruptive or 'jumpy', so they had to make the camera lag behind a bit and then accelerate to the full speed of the mount. I'm guessing this option can dis/enable this feature.
  11. Man I wish I had a VR headset to try this ... You probably just used the GW2hook / reshader stuff so I'm not sure if you can answer this but:Do you think there is any possibility of making stuff like name tags (& I guess also Inventory and other pop-up like windows) appear only on one screen/eye? Because that seems to be the last step missing to fully enable playing the game in VR without switching back and forth.
  12. I already posted in the general feedback thread, but I hope it's worth adding this here as well: My first/main suggestion goes along with making a clearer differentiation between templates & loadouts by adding an 'active' build on which all (manual) changes are applied. I think this can't just solve issues of not being able to make small changes to build without auto-saving them, but can also be used to re-introduce auto-loadouts for different game modes and maybe even make sharing of equipment between characters a bit easier. Adding an 'active' build The way build & equipment templates were introduced now they completely replace the previous way of selecting skills & equipment.I want to suggest a sort of intermediate process, in which each character has one 'active' build (and equipment state), which - like before introduction of templates - is affected by any (manual) changes made to skills & traits. The templates can then work the same as they do now, with the exception that clicking / changing anything on a template doesn't automatically apply the template to the active build. This applying of a template is instead done by an additional button (or the already implemented key-binds), an additional option of 'save current active build to template' would be nice, but isn't even necessary.Additional option the active build can be saved separately for each game mode, like it was before templates. (This essentially means that people who use only one build for a given game mode don't need to save it as a template, but if they want to quickly change between two builds within one game mode, they'll need to save both as a template) The same process can probably also be applied to equipment, but with some caveats. While it was stated that the devs didn't want to touch inventory code for the templates, I think this mostly applies to taking items out of inventory (since auto-placing stuff into inventory happens all the time with when equipping new equipment or just autoloot). This means that if we have items stored/saved in the current equipment templates, we'd need to add an 'active' slot of actually equipped items. These items can then be exchanged manually from inventory: now the game needs to check if the replaced item (currently located in 'active equipped' is also part of any template (in which case it will got into that 'slot') or not (in which case it goes into inventory, using the same process as ever / before templates).This should make quickly changing weapons easy, but won't change the saved templates (and the weapons of the saved templates do NOT go into inventory). People who want to share items between characters can then take a set character-bound armor and save it a template, then manually replace it with items from shared inventory/bank. Once they want to move it back, they just need to load the saved template, which will pop all non-saved but equipped items back into inventory (from where they can be moved to / accessed by other characters). Alternative without 'active' buildsI know that my main suggestion is quite a bit of an addition to the current implementation of the templates.My main issue with the current implementation is that builds are not linked to game modes anymore. One hopefully easy way to solve this is allow (manual) linking a given template with a game mode. Then this template will be auto-loaded when entering the associated game mode. (I imagine this a right-click option: where it now says copy /paste /... template; just add the options: Set as default for PvE / PvP / WvW)
  13. I'm usually pretty happy with the stuff Anet delivers, this time not so much (though I'm also not upset about this patch). I'm also pretty sure all of these points have been raised already, but I do have some suggestions on how they might be tackled in a sensible way. 1) No linked sPvP / WvW builds This is probably what annoys me most with this new system, I didn't really have time to play yet, but I'm absolutely sure I will at some point play PvP with my PvE build because I forgot to switch (saved) builds, which makes this definitely a QoL downgrade.I see two ways to fix to turn this issue around:a) make it possible to set one build template as default for each game mode. This is essentially like the old system (so it shouldn't be to much work for the devs), with the change that we can set & unset the links ourselves.b) Introduce 'default' builds (see also below), that are separate for each game mode and are auto loaded once you change game modes 2) No non-template buildsThe fact that we can't change skills or equipment without it affecting the saved templates is also almost anti-QoL. I like the suggestion of introducing a 'current' build (and equipment load out) on which all manual changes are applied - loading a saved template is then just a quick way to quickly change lots the whole current build.This should be pretty easy to implement for build templates, though I can see problems when applying it to equipment (the Devs stated that they didn't want to touch the code for Inventory and loading a template with i.e. different weapons then the currently equipped ones would require those moving back to the inventory). I still think this can work though since it will only require the code place items into inventory (kinda like auto-loot) but never retrieve them. (Only tricky part is to check where an equipped item, that is part of a template, goes when its replaced in the current load out). 3) Legendary gear, Item sharing & PricingThese are points I'm personally not very affected by, so I don't care to much, but I think most complaints are valid here (with the current implementation).My suggested way of adding 'default' build and equipment load outs might even make item sharing between characters easier (since you just need to save a set of character bound items to immediately 'drop' all equipped ones into your inventory - doesn't enable saving templates for multiple characters but that was never possible anyway). With such improvements I also think the current pricing would be relatively fair.
  14. After linking your accounts (which you'll have done in case of HoM rewards), your GW1 account uses the same login details (email & password) as the GW2 account. The only additional information you need is afaik a character name - though support should be able to help if you can't remember that.
  15. I think this happens whenever the GW1 / login servers have a connection problem to the GW2 servers.When the bug first occured, they had to manually reset it, but nowadays it happens automatically once after a short while.It's also super unlikely that they will change anything about that, since the account connection requires that GW2 repetitively checks the GW1 servers if you maybe added anything to your HoM.
×
×
  • Create New...