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Impact.2780

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  1. Yes... If it wasn't he wouldn't have spawned, would he? I get that you're trying to help, but please, I mentioned this detail in the description of the issue in my OP. He spawns, invulnerable, the timer starts at 25minutes. The only event going on in the area that can be participated in is defend the skritt stealing centaur supplies, which is completely separate. Waypoints are contested but there is no event. No drive them from Greystone Rise, no retake Bridgewatch Camp, no capture the centaur camps. I am also not the only one on the map. There are a good number of people, all equally stumped and asking questions in map chat. Some people link waypoints only to then express confusion and apologies that there is no event to be done there. Perhaps I should make a video.
  2. I thought I had explained it very clearly. I do know that there may (but also may not) be different root causes. I am a programmer. It's obvious. Thus, it will be obvious to ANet's developers. I'm not here to deliver a step-by-step debugging routine, merely to report the existence of a bug. I did use the in-game reporting tool. I always do, but they cannot reply to it. It also does not have the potential to gain community support. It is common practice to use both the in-game tool and the forums. Here's a quick list of the top most recent reports. One has an identical description, two others are too vague but the end result is the same, and one has a bit more detail but not being one who does PvE, I can't comment as to those specifics. I simply used wiki to see when and where to go to complete achievements. There are many, and this is my last one. It's not rocket science, but obviously because I cannot DO the event, I do not know the specific steps in as much detail as someone who would have done it before. https://forum-en.gw2archive.eu/forum/support/bugs/Modniir-Ulgoth-Bugged (March 2017)"Even with all of the events completed, Camps taken over. Ulgoth event doesn’t happen. Timer just goes on then event “ends”. This has been the case all day today. Been trying to get it done for the Chuka collection, but haven’t been able to because of the bug." https://en-forum.guildwars2.com/discussion/23033/modniir-ulgoth-pre-event-bug (January 2018)"Pre event won't start, this is third day i've tried to kill ulgoth to get achievment for my chuka." https://en-forum.guildwars2.com/discussion/28463/modniir-ulgoth-pre-events-do-not-appear (February 2018)"2 times in a row i try this world boss for my chuka but both time i can't because ^ When i search the forum i see this bug has appear at least 1 month" https://en-forum.guildwars2.com/discussion/54993/bug-modniir-ulgoth (September 2018)"Zone: Harathi Hinterlands Bug: Captain Ganes and Lieutenant Lin are frozen at the end of Take the centaurs' forward camp, Can not progress to the next stage Take Bridgewatch Camp from the centaurs I have tried a few times today and a few maps, always the same." https://en-forum.guildwars2.com/discussion/72979/modniir-ulgoth-bug (Early April 2019)"The Seraph don't "dig in the forward camps", during the phase where we are meant to proceed to "push back" the centaurs never spawn and charge. This has happened the last 4 days to myself and many others on my server during the Modniir events around 8pm-4am Australian time, I'd heard of players beating him about 2-3 days ago but I haven't heard of any cases since." https://en-forum.guildwars2.com/discussion/74330/bug-modniir-ulgoth-cant-be-killed (Late April 2019)"Hey, I just wanted to say that there is a bug on Modniir Ulgoth, he stays invincible, so we can't kill him, Atm, this event is part of Chuka & Champawat Collection Number 4, in "Tiger training Guide" So if you could fix that it would be super cool I sent a /bug with screenshot with the ingame tool, just in case, thanks" And, of course, now.
  3. I should probably also point out (as my signature does already suggest) that this is an issue currently on the EU servers. The previous threads I have found (2013, 2015, 2017, 2018, and one just a few months ago in April) have replies suggesting to get on and do the first occurrence of the event after the server resets following an update. This isn't exactly ideal, but I am aware of the workaround that I assume still works.
  4. Yes. So does everyone else in the "World Boss Train" groups in LFG, I'm sure. I'll try to re-clarify: The relevant event - the first event in the sequence - does not start.This appears to be a recurring problem over the YEARS.
  5. The world boss event sequence in Harathi Hinterlands is bugged, apparently again, because I did a search and it turned up a lot of complaints. This early game boss is, for some reason, a requirement to craft a legendary weapon. It needs to be working. It's my last step. I've been trying to get it done in between other achievement items but the result is always the same. He spawns (invulnerable), the timer starts, the event notification is stuck on "The Seraph are digging in at the forward assault," and there is no actual event happening. Please fix or remove the requirement from Chuka and Champawat IV: Tiger Training Guide collection!
  6. Hmm. A very weird list. Agree: Firebrand, currently comparable to support tempests, are staples. If you want versatility, you need to invest in some team fight potential in your comp. This means having a support class. It's close to an S tier class, but given that there is another option and that the meta is more snowball oriented, you could be right to call it A tier. Weaver would be S tier in an older meta. In this meta, it is a side-noder only, and doesn't bring enough pressure that can't be easily avoided. It relies heavily on a pulsing AoE stance. In larger fights it just gets ignored until a few kills later it's cooldowns and health are low from splash, or it's the only thing left to train down. It is possible to build a comp in which it could be useful, though, so I'd say B tier is correct. Dead Eye can be very strong. However, it can also be easily countered with projectile hate, and pressured away by a holo. B tier is probably right for it. Disagree: Holosmith is definitely A if not S. It's debatable, given their weakness to condi, but I'd say S tier. It has great damage and cleave, great damage, AoE CC, and it is the only meta build in this meta with a true safe stomp. Core necro and scourge... Necro above scourge? Please. With no support, maybe, because it has death shroud. The problem with necro in the meta had, before PoF, always been that support classes could not heal a necro while he is in shroud. This hasn't changed. Things are squishier now, though, which makes necros more of a threat if they can kite well and land their fears, but looking at it practically: in a team fight, it's easy to switch between targets when the necro enters shroud, where he is less of a threat; as a side-noder, the necro is far too slow - once he is in a fight, he will eventually need rotations into him, making him more of a duelist, and a much more limited one than a warrior or holo. Compared to scourge, which in a team fight is never in shroud, can be supported while using barrier, can pseudo heal with barriers, and, importantly, cleanse conditions - including for the firebrand/tempest i.e. creating recursive support - the core necro falls short. It would have to run unholy maytr and vampirism signet to even try to compete with the support offered by scourge, sacrificing corrupts or dhuumbfire. Due to the meta, and that having some condi pressure in a team fight is important, Scourge goes in the S tier, easily. Scourge's superiority also puts core necro down to B, if not C tier. Mesmer has been falling out since thief and spellbreaker counter it as a side-noder. That was around when CI became a thing, but even that wasn't enough. In larger fights, it's cleave is terrible. It is not S tier. More like B. Warrior is good at the moment because of its mobility. It's a good side-noder, it can outrun most things, and it works fairly well in a team fight with a firebrand if need be. Versatility is important. It's not a staple or a huge disadvantage not to have one, though, so it can't be S. It's A tier. Power thief... S/D is still atop D/P despite the latter countering the former, because S/D has more boon removal and team fight presence. The meta is very much team-fight oriented. You still rotate to out number, i.e. +1ing, but it's not like previous metas, where pressuring someone to leave a point worked well, and it was a constant game of rotations. Now, with more damage and less sustain, it's about getting kills and rotating to maintain a snowball TO get caps, rather than simply rotating to maintain caps. Thief brings excellent versatility options to a comp, but it's not a staple or a mandatory class, so it can't be S tier. It's A, at most. Revanant. Yes it's vulnerable to conditions. In a team fight composition, it is better to go for a holo AND warrior, together, without a rev. In high damage compositions, it can be great, but it can also be easily caught without support. It has a place in a versatile comp with a support, a scourge and a sidenoder, but it's not as potent as a holo, warrior or thief. C tier is a bit harsh, though, especially considering how superior it is to the classes I'd place in C. I'd stick it in B tier. Condi thief is broken at the moment, but it can be outplayed by a power thief. It has strong counters, and it relies on using endurance for bolstering damage which has never been a good thing to focus on in PvP because it costs survivability. Holos counter pressure it, thieves counter pressure it, and it's not too difficult for a warrior to screw one up in a larger fight, either. B tier. Dragonhunter does not counter mesmer. It counters thief, but with kills being faster in this meta, it's not a huge problem for thieves. Thieves are also not mandatory picks. Dragonhunter doesn't have a place anywhere except the bottom of the tier list. C. That isn't to say that there aren't a few people who can play it well enough that it appears viable. Core guardian is more viable than dragonhunter in my opinion, but it has the same problems. C tier. Scrapper has the same problems as weaver, but less damage and mobility. It would be competing with warrior for a side-noder spot. Since being able to kill something, and fast if +1'd by a roamer, warrior is of course much better. C tier. Soulbeast doesn't really have a role, does it? It's somewhere between warrior and thief, or warrior and rev, but it has less effective CC, less effective cleave, no boon removal, it's not great at chasing. It can peel, it can rotate, but it is easily counter pressured and rather selfish in that its playstyle is entirely solo. Other classes that actually specialise in aspects of the soulbeast's role are better to take because they synergise and are collectively more effective. C tier. Not mentioned: Reaper has potential, except that being squishier than a core necro (due to life force draining faster) and the main punch being from their melee kit, they can't kite as well as a core necro or scourge, and they are also immune to healing while in shroud. It is basically a suicide bomber build. They rush in, explode for damage, die, and often rally anything they managed to down. B tier. Core elementalists have been seen lately. They seem capable side-noders, and re-introduce the older meta idea of having you a side-noder with support capabilities for smaller fights. It could be an interesting option to try out. If workable, it would bump the rev up as well, since they would work well together.
  7. Scourge is the only class that can offer support as a damage/team fight role. This doesn't count scrapper which has next to no damage, or holo because it's not really a team fighter, but more of a skirmisher, and healing turret alone does not a support make. You used to have two supporty players - cele ele and cele engi, or bunker guard and cele ele, D/D or staff. Support is recursive. The longer player A survives, the more support he can put out. He supports player B, who survives longer to support player A, who survives longer etc... And anyone else present on the team benefits from both support outputs. Now, in a damage meta, with focus on kills and snowballs more than ever, combining that secondary support into a team fighter with damage and corrupts is too strong to pass up. More than that, with this combo, they are always together. Firebrand + scourge is the versatile element to any comp, allowing it to team fight as well as stall the enemy if you can't win the team fights, allowing your other 3 players to out rotate. It's an interesting development and it's new. Players have tried to make damage/support hybrids out of guardian/DH before. The closest we had was D/D cele ele with might stacking before the nerfs, and it did eventually replace bunker guard (i.e. taking 2 cele eles). It's effective, hence why it can be said to define the meta in the sense that you need a scourge to be able to team fight against a meta comp. Reaper is also a reason for the abundance of necros. People like direct damage, and reaper has a lot of it. Necro doesn't have blocks or a load of dodges because it's got a second health pool to absorb damage with. It's not just access to shroud skills, it is a defensive mechanic, too. But viewing it thus, requires thought, and reaper atm is the new 2013 GS War. Everyone who just wants to make big damage rolls reaper and thinks that by taking the class, they are instantly valuable because of its damage "potential," even when they can't actually kite or survive well. There are only a handful of players who actually know how to play reaper well at the moment, and that's across both EU and NA. Those who don't play it often get annoyed when they have the reaper on their team, because 95% of them are glorified suicide bombers. They charge, they faceroll, they die and rally anyone who was downed because you can pretty much guarantee they tagged the reaper. Necro does have fair mobility. It's not like 2014 pre-spectral walk meta. Good reapers kite with shroud 2. Some scourges swap utilities for the punishment portal if they think they will need it. There's wurm, and 10s of spectra walk. Core necro is getting a little buff to its shroud 2 shadow step, next week. These skills will not take you very far while heavily focused, though, which is why kiting is important. I guarantee you'll get faster results by trying to kite than asking for mobility buffs.
  8. <- thief main Yes it helps with survival but it's primarily a damage ability, often utilised for cleaving or getting a target down. They reduced the cast time. They didn't reduce the damage. Same damage occurs over 3 seconds instead of 4. This is a damage buff. That's what you get in return. There is your tradeoff.
  9. I occassionally get general lag, sometimes landing at the same time I'm pressing a skill, other times just when moving. If your ping and fps are fine, it could be client side. For me, I tested and found the issue is something to do with Windows Explorer (not the web browser, the GUI for the file system). The fix for me was to open task manager and restart the process. If your issue is similar, give that a try next time you experience it. Another culprit can be your peripherals. I had this recently, too. A mouse button when it starts to die, can be intermittent. Now and then, it just won't work. It feels like skill lag, or the skill queue failing you. If the particular control is dodge, and it doesn't activate, it can feel like you're getting hit mid dodge when you didn't actually start to dodge.
  10. The devs were once quite serious about making PvP great. I'm hopeful that something can be done to get us back to that track. If you've nothing constructive to offer, please don't bother. Thanks. If I don't provide a rating, some will say something like "bronze player l2p" and not take it seriously. If I do, others will say "noob trying to use rating to appear good." I'm trying to hit the middle of that spectrum. Judge me by my arguments, not by arbitrary numbers, if you must judge me personally, at all.
  11. For those who want to skip to the chase, scroll past the first half of this post. Hey, for those who think it matters for what someone says to have any weight (it doesn't) I'm ranked 30 EU at the time of making this post - I was left 6pts below plat3 when the queue bug hit us on Friday. I have friends who are stuck in silver, who I swear are better than a lot of plat players I have seen. Curious, I created an alternate account and got it to rank 20 to do ranked arenas. I have done 4 games on the alt so far.1st: Looked promising. We had a better comp. The moment we started winning at 150pts, our scourge idled just outside base on temple. He didn't say anything, but when I targeted him he targeted me right back, and didn't move. We won 4v5, barely, admittedly thanks to RNG and 3 daggerstorms in a row where I had to 1vX stilness. He was clearly a win-trader.2nd: In short, our team just complained that holosmith was too strong to win against, and kept feeding team fights. We had a holosmith, too.3rd: The other team was extremely bad. I could even hold two dragonhunters by myself, on thief. Our team complained about the S/D CONDI thief being too strong.4th: After the first team fight was lost, despite us getting two downs that were rallied - so it wasn't exactly a complete washout - two of our guys decided it was lost, and idled just outside the base. The other team weren't terrible, but they weren't good, either. Yet, rather than try to work on shortcomings, two of our players were happier to go AFK and wait for the next game, hoping to be carried or put against people they could kill with a wet noodle.Wins: 1; Losses: 3, for a Plat 3 thief somewhere in Silver. They told me that they were silvers. Silver "elitists" apparently. So apparently, my alt account started and is now stuck in silver, like so many I know in a similar situation. Idles, wintrading, and complaining instead of looking to improve. Why is trying to think, to improve, so unthinkable? Why is it preferable to just complain and or give up? Rating is almost meaningless at the moment. Matches are better in plat 2+, but for every enjoyable match, there is one terrible match, supposedly containing a bunch of the players who got carried up by others trying to climb. Those.. we'll call them "bads" as a general term for simplicity... also lose to people who don't objectively belong in higher divisions, allowing them to climb, in turn. Higher divisions are poluted. These "bads" also don't know that they are bad. They are innocent, casual players, who are as much a victim of the system as anyone else. This is frustrating and makes many who actually care about this game and the competitive scene, stop queuing ranked, cease to play competitively, and or quit entirely. Ok. So, what can we do? 1) Now, we can't force people to try or learn to adapt, sadly. But ANet certainly can cut down on idling. I mean, you literally only need to half-step to reset the idle timer and avoid being kicked. This needs to change. It needs to require ACTIVE CONTRIBUTION to the match to reset the timer. It will at the very least spare many of us from losing points unfairly, and at most, give these people enough of a shove back into the fray to get them to keep trying. 2) The second thing that needs to be done, to address sheer laziness or inability to construct useful builds with a specific role in mind, that can adequately perform it, is to reduce build diversity. We need to allow CORE specifications ONLY in RANKED arena, possible unranked as well, but definitely ranked and the Automated Tournaments. The game will improve drastically. I miss ESL. We haven't had even a whiff of a returning, solid, competitive community on EU for years. Elite specifications should still be allowed in custom arenas, so players can organise their own matches and tournaments with their own rules as they please, but for competition, let's keep diversity restricted to core, and those core trait lines designed to make the respective classes suitable to one or two specific roles within a PvP team. Many people don't like to think. It's not their fault they hurt the game with their cluelessness. The answer is to reduce the options available to them in the PvP scene. Do this, balance CORE specifications, and we will likely see much less idling in matches, insta-giving up, plus, cut down on idling as well with harsher requirements to keep form being kicked, and we shall see a drastic improvement in match quality, enjoyment, and maybe get some tournaments going again. There are a few teams still about, but they don't scrim. They don't see the point. They play pretty much casually, showing up for the occasional AT and the monthly, and that's it. New team can't learn in a community like this. 3) Following that, with CORE only, and specific roles in mind, ANet can add helpful tips to the PvP Build panel for players, explaining to them the roles of the class, perhaps even offering some insight as to what each individual trait line is best-suited for. Not everyone will read it, but some people do still ask questions. I've seen in. It will help this type of player, and every little helps. If the state of game takes a good leap in the right direction, we should see more players return, and more new players improve the scene rather than essentially poluting it with their inexperience, unable to improve themselves due to the environment. Obviously, "we" are not ANet, and it is ANet who need to make the change. We, the community, can make ourselves heard. We need to push hard for the game to be developed in the direction that it needs to be successful. To be fun. The combat system is what brings me back to this game, and it is so painful to see such potential in this state. What do you think? What do you want? What should ANet do, objectively speaking, in terms of what is best for GW2?
  12. True story: GW2 was unbalanced for years since launch until 2015. They finally got it the most balanced it had ever been, with a focus on what each class should be specialising in and balancing them around that particular idea and role. Immediately after, they released HoT, because people wanted expansions, more classes, more traits, more weapons, more build diversity. We now have build diversity. Lots of it. RIP balance.
  13. Hi, I know it's been worked on, and supposedly, we hope, is still being worked on, but it's been years. Years. Can we consider just making shadow steps operate like Spectral Walk's return, or Portal? Yes, it'll be a buff, but at least it will make them reliable, and not infuriating and seemingly inconsistent. It won't kill you when it doesn't work. It won't cost you a well-timed kill, and force you to have to run with 1-2 skills wasted after they fully heal in that window that the game fails you. It'll be a buff, but at least it will be working, and not requiring man-power to fix it. The idea is simple. Instead of programmatically speaking, assuming the path is invalid and only allowing it IF it the test returns true, assume the path is valid first, and then prevent it if it is somewhere that it should not be possible to step to. i.e. Instead of: We have something along the lines of (for simplicity I left out range-checks since that's already working): Or hell, just make it entirely like portal with no checks other than making sure it doesn't exceed the range of the skill. Then it's guaranteed to work.
  14. You're taking things said out of context in order to state a gross generalisation which is false, and ignoring everything else in your responses. In addition to being extremely bad practice when trying to have a debate about something, it's also quite rude, tantamount to ignoring. You're simply refusing to accept what meta actually is, and doing so in a contradictory fashion, now, absent reasoning, perhaps because it would undermine your entire argument. D/P thief running DA/Trick/SA was meta after the trait rework killed S/D for a time. It was the only viable build in competitive play. It was absolutely meta, and it was THE meta. There is no room to argue otherwise. As regards my examples from previous metas, they were examples. Please don't be so obtuse as to make me have to produce a more current and perhaps less clear example. They serve perfectly to indicate meta builds are designed with versatility in mind, capable of performing multiple roles, in multiple places, and adapting to the needs of the team and the opponent. Capable of a team fight strategy or primarily rotations and skirmishes. A current example is the blood scourge, as opposed to the curses spec. And yes. That is the condi thief build I am aware of. You're not the only one who uses it. As a concept it has existed for years, known as a "unicorn" build. It pops up now and then in plat 2+, perhaps as much as DE does. I think you're asking people to be open minded to have an honest discussion with a willingness to examine things from your perspective, but are unwilling to accept contrary positions even in the face of overwhelming reasoning and evidence/examples. I hoped to clear some things up and help people who were similarly confused, but I see now that this thread is not for that purpose.
  15. Uhm..... Yeah, still no. If we're being reasonable, upon the construction of your post and your arguments, your beef is with those who just cut and paste "the" meta builds and play them, and hate on those who do not do the same. It comes from this part, most specifically: (Bear in mind, too, that "knowing how to deal with something" does not have to mean, know how to kill it. Stalling, surviving against, when to turn and burn and when to run, when to engage etc all fall under this heading. It's not limited to "how to fight") Your understanding of meta and metagaming is incorrect, or at least, unduly narrow. If we take your logic, say your build became THE meta build, by your own description, it would not be meta because it is 70% good at A and 30% good at B, and to be meta it has to be 100% good at only one thing, which makes it not as good as it could be in general terms. "The" meta builds are versatile by nature. "A" meta build - a build made by a metagamer - might not be, but builds which become the best within the current state of game are so because they are designed to be flexible enough to adapt and deal with a variety of things. Saying "it's not versatile because it's meta," or "it's meta so it's not versatile," is completely wrong. Every meta build ought to have something to enable it to deal with its counter class, whether it's a small sacrifice or a big sacrifice. You won't see a damage dealer running full on PVE HERO damage. At least, not since the "carry" role existed in the earliest days of GW2 PvP (yes it was a genuine role designed to cover/escort bunkers to their point). Example time. The BEST examples, going back to late 2014, early 2015, are the celestial dagger/dagger elementalist and the celestial 2-3 kit engineer. Ele in its prime, and engi when it was fun to play. The fact it used the celestial amulet should be enough to make the point, but let's go into it, anyway. The D/D cele ele could not burst. It had fair sustained damage, but not "good" sustained damage. It had enough to pressure something off a point, but not really kill it. The D/D cele ele could not reliably cleanse or heal on demand, and did not put out as much support as a guardian, but it was faster, and it was support-capable. It was classified as a far-point assaulter and a back-point defender, and it could also dabble in team fighting. The role the elementalist was to fill, was a versatile one. Three roles in one. It did not excel at any one thing. This was the design of the class, and it entered the meta.The cele rifle engi is slightly different. Engi was not designed to be a "jack of all trades" like the elementalist, but a versatile engineer build found its way into the meta nonetheless. In fact, for a while, both cele ele and cele engi went together, the ele being more of the back-point defender and the cele engi being more of the far-point assaulter because it could more easily decap. It took healing turret, some cc, some condition damage, and some direct damage. It didn't focus on dealing damage or defending a point, or fighting a team fight, or exclusively pushing the far point (some engineer builds did exist for the latter, and they were the infamous "decap engi" builds).Do you see? Those are only the more extreme examples. You like thief? You had thieves giving up damage to also stealth revive fallen allies. That was meta. Warriors even ran celestial for a while! Versatility still exists in today's meta, just not quite so pronounced. ANet decided to adjust the game so that there would be a greater need to build compositions with classes and builds that complimented each other, rather than having each player capable of doing everything on its own. The players wanted to do away with cele, 3 celestial builds on a single team was too much. People didn't like it. The amulet was deleted for a couple of years before being brought back with a nerf. Now.... I don't want to lead your thread off topic... I don't. But I don't want to simply say, "you're wrong," and leave it at that. S/D thief is hard countered by medi guard. You don't see good ones much anymore, but they do exist. That is what a hard counter looks like. Being able to do hardly anything. Condi thief is not a hard counter to S/D thief OR D/P thief. If someone struggles vs it, they could simple exchange Deadly Arts and Improvisation for Daredevil and take cleanse on evade, but that is IF they struggle. Those who know how to play thief - how it works, how it must approach things - will not struggle. In fact, they will often have an easier time vs a condi thief than a power thief, even though the fight will last longer, and it might just be a stalemate, it'll be easier. You don't have to be "seriously good" on S/D to defeat a condi thief. It's not a question of mechanical skill, it's a question of thought - being faced with a problem and figuring out how to deal with it. Most of the time, you can actually "defeat" it without killing it (recall what I said above), e.g. kite on your own cap and remove him from play, or just ignore him in the team fight while he chases. It's those who try to kill it and don't know how, that fail. If you can't deal with it, just don't try. Let someone else, or just focus on the other players. I won't go into the overall implications for a comp that has a condi thief; that's too far beyond the scope of this thread. While not every S/D thief will run into a condi thief's conditions and spam basic attacks, tank the conditions while condi thief dodges, blow their skills for cleanse, spam sword 2 for cleanse, and eventually run out of resources and die... if that's your experience, then it makes sense to continue using your condi build until that changes for you and the range of players you vs. Good ones though, will not need to spam sword 2 because they will not take your conditions. They will use shortbow a lot. They will kite you. They do not even need to try to win, if it is their point. If it is a team fight, they will ignore you and be fine.
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