Feedback talk:Stephen Clarke-Willson
Updates[edit]
Thanks for the update! I moved the newest update to Feedback:Game updates/20200129 so it has the proper timestamp. Greener (talk) 02:06, 30 January 2020 (UTC)
- Thanks. I'm not sure it's in exactly the right place now, because this page doesn't show it: https://wiki.guildwars.com/wiki/Feedback:Game_updates --The preceding unsigned comment was added by Stephen Clarke-Willson (talk) at 02:18, 30 January 2020 (UTC).
Anniversary Shield "Curtain"[edit]
... could give PvP Me a real edge. Could you guys restrict it to PvE only please? Steve1 (talk) 18:00, 22 April 2020 (UTC)
Quick Fix[edit]
Cheers, Thanks for your hard work on this update !
Also a few people have expressed their thanks on this page : Feedback:Game_updates/20200422#/talk - - Ruine Eternelle 02:03, 23 April 2020 (UTC)
- Thank you so much for you and and everyone else who got this update out! Much appreciated on the updates. Vincent Evan [Air Henchman] 02:13, 23 April 2020 (UTC)
Some remaining issues[edit]
Hello again,
I saw that you fixed the potentially game-breaking bug with the new elite mesmer and elementalist skills, so I was wondering if you could have a look into a few of the other issues :
- First, the Ranger elite skill, which triggers on all allies, rather than just party members and maybe their pets. This makes it game-breaking with minions and spirits.
- Second, the mesmer shield. Mesmers are already very strong and this gives them 8 additional armor for almost no cost as all mesmers will use 9 fast casting at least. It is offset by the lack of a slot for a shield handle, but it is still very strong, especially in PvP.
- Third, the new weapons, which despite their new requirement, actually still scale with their usual Mastery rank, defeating their purpose.
- Fourth, the elite skills are classified core despite being only available on a specific campaign. They also contribute to the skill hunter title. As this was not the case for the norn blessings it doesn't look like it was intended.
Additional feedback :
- The new monk elite skill is great but it's too weak. It could use a reduced recharge (7s for instance) and reward primary monks more, dealing 15...43...50 holy damage instead of the current 15...19...20.
- The elementalist elite skill is also fairly weak. The effects are simply not good enough for the cost. 20...52...60% casting+recharge time wouldn't make it too strong, especially since it doesn't come with spell cost reduction nor attribute increase. Another good thing could be an armor penetration boost to elementalists spells (similarly to Destructive Was Glaive or Cruel Was Daoshen) since elementalists struggle with high armor ratings and high level foes in highend PvE. And/or removing overcast.
- Heroic Refrain is incredibly strong. +5/6 attribute rank to everyone is too much. But from a practical perspective the player will just cast it on all party members at the beginning of the map then maintain it with "They're on Fire!" and never use it again. So 15s recharge means waiting for 120s for 8-people teams, at least 5s would be only 40s.
Thank you for taking the time to read this, have a good day - Ruine Eternelle 23:02, 23 April 2020 (UTC)
- Alternatively, Heroic Refrain could be party-wide. On paper it might make it more powerful, but as Ruine stated, the final effect will be the same and it just reduces tediousness. Steve1 (talk) 09:24, 25 April 2020 (UTC)
- Just wanting to offer a (hopefully easiest) solution to the unique attributes anniversary weapons debacle: make these weapons mechanically unique types that do not link to any mastery attribute. Wands and staves already do this, only scaling by player level and a met requirement. This way the weapons can exist as intended, while simultaneously bypassing the mastery check in the damage calculations. Whether or not they will do slightly less expected damage should not be too noticable for general gameplay. - Infinite - talk 23:06, 25 April 2020 (UTC)
- The elementalist elite is practically just an elite version of Iron Mist, which works on any spell because it's bugged, and is still not overpowered. --DANDY ^_^ -- 23:17, 25 April 2020 (UTC)
Thanks[edit]
I just wanted to say thanks for the balance patch/bug fix for the content released on the Anniversary Update (to you and to anyone else associated with the updates). The update has really reinvigorated my and others' interest in the game, and I'm glad that y'all were willing to fix what needed to be fixed to make the update as exciting and magical as it is. Thanks again. Aqua (talk) 23:38, 30 April 2020 (UTC)
- Yes, thank you guys very much. Good job on the changes, you guys hit the nail on the head with them. Soldier198 (talk) 23:45, 30 April 2020 (UTC)
Black dye bug is back[edit]
trader is only offering to buy at 1g again. Durp da durp (talk) 19:01, 27 September 2020 (UTC)
Nick the Traveler bug[edit]
Hey Stephen,
When you read it it will probably be too late, but: There is a bug related to Nick while collecting Stormy Eyes in Pockmark Flats. Dude doesn't spawn. For more details: Talk:Nicholas the Traveler#2020 Stormy eyes - bug found.
Happy holidays, Steve1 (talk) 13:55, 30 December 2020 (UTC)
- had that happen to me. I zoned back to serenity temple and ran down again he was there. I think it depends on which set of foes spawns. When he was there near him just had devourers, when he wasn't a bunch of stormy guys was there. Durp da durp (talk) 05:00, 31 December 2020 (UTC)
Game loses focus on multi-monitor setup[edit]
Many thanks for your continued support of Guild Wars! However, since October, I have an issue with the game losing focus in my multi-monitor setup.
If I'm running GW windowed on my secondary monitor, and I'm clicking/releasing the right mouse button for camera rotation, it happens very often the mouse is suddenly at the center of the primary monitor and the app on that position is activated and its context menu was just activated.
It seems while holding down the right mouse button for camera rotation, GW is hiding the mouse and putting it on the center of the monitor. This works fine on the primary monitor. However, if GW is running on the secondary monitor, the chosen mouse position is the center of the primary monitor and not the center of the monitor GW is running on. So sometimes, the app on that position is activated accidentally if one clicks and releases the right mouse button frequently. Would be nice if this glitch could be fixed some time. Silmar Alech (talk) 21:58, 26 January 2021 (UTC)
Thanks ![edit]
Hello Stephen,
A new year has passed and I wanted to say thank you again, as well as everyone else still working on the game, for the elite skills and weapons that were added last year. I love this game and its strategic layer is one of the many reason I keep coming back, and the new additions have greatly increased the possibilities in the game. When I log in during the Anniversary Celebration, I am glad because there is always so much to do ! Thank you !--Ruine Eternelle 18:45, 7 May 2021 (UTC)
Thank you[edit]
Thank you for your services to the game. I hope you're enjoying your job at Ncsoft. Bots are still at it, but it's become such apart of the game that I think removing them would harm unfortunately. However, I would say that I did see some oopsies with Mad King during the Halloween event. Maybe a current developer could look into that. Support seems to just turn off tickets than help people, A new hope group has received such a post on fb. A few things that I thought might be of interest. It's no biggie, but rather it be known at all than lost. Rodan (talk) 07:43, 19 November 2022 (UTC)
Closed Arenas[edit]
Hello, I know asking it won't help with a 99.999999% chance but, is there any chance, please, to reopen or let us access the closed arena maps? I've been trying to get photos of the Ahmtur Arena ("Random Arenas Test" in-game map ID 365) to document the wiki, as well as the Fort Koga outpost or the Istan arenas (among several others), but because access to these maps was closed it's impossible to enter their respective outposts or not even to see the arena itself once you are inside, because those are isolated maps that only load when the server drags you inside, and all that has been lost. Scribeton (talk) 18:37, 24 August 2023 (UTC)
I second this. It would be so nice to be able to explore the closed arena areas, such as these here, even if only as an 'empty' explorable area, such as D'Alessio Seaboard. --SuperRobertWa (talk) 08:43, 4 September 2024 (UTC)
Updates needed 2024[edit]
Hello, there two changes that really needs to happen.
1. Make a worldchat with autofilter for people looking to pug (create a pick up group): GLF, LFG, LFM, ZQ, ZM, ZB, ZQ/ZVQ, possibly for an marking out with another colour lines for FoW and UW (areas that has lent their looks from Realmz - an old Mac game if mad facts interest you).
2. Make Spellbreaker (SB) a PvE/PvP spliced skill, revert the stats to (fail and not canno't be the target) for PvE, and retain current stats in PvP.
Personal request; please, please, revert Dwarven Battle Stance to its former glory when it simply interrupted for max (8-10s as a stance - can't recall exact stats) and nothing more, it worked in PvP as the only real sustainable rupt for warriors (as shock was nerfed to fubar.
Personal request that likely won't ever get fixed;
• Give the weaponsmith the ability to make inscriptions permanent, and the option to salvage permanent mods with a chance of failure.
• Make the Dye trader able to mix dyes for you or show what a mix requires. Possibly also letting us have the more flashy colours from before the trader was changed now when most have better computers and even the drawing distance has been lengthened.
• Release probability to get pets on wiki (%).
• Possibly re-open TA with party size of 2 so you can jump in with a friend (is it's possible) instead of being forced to try and sync RA which is soulkilling and moreso killing the joy of the PvP itself.
Other skills that should be fixed;
Shock (should be granted permission back into PvP by removing overcast for it - possibly removing overcast alltogether at this point - atleast in PvE). There literally is a ton, buff water hexes and wards for elementalists, single target skills for warriors, some old monk skills (yeah mo is op but has limited viable builds for pugging these days when u have to carry every time u dont have an st with you). Decrease cast time of necro buffing skills (wells etc). --The preceding unsigned comment was added by 90.144.228.221 (talk) at 02:39, 23 May 2024 (UTC).
- These changes are unrealistic with a development size of 1 person. 66.163.80.186 23:09, 18 September 2024 (UTC)
Remembering Password[edit]
It would be very nice if the client could remember the password, like in Guild Wars 2. Thanks Erunehtar (talk) 17:03, 11 September 2024 (UTC)
Steeeeeeeeeeeeeeeeeeeeeeeeeeeeeve[edit]
Let me enter the Ahmtur Arenaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaa Scribeton (talk) 01:51, 18 September 2024 (UTC)
Anniversary Weapons in PvP[edit]
Hi. The 15th Anniversary Weapons were added during the 15th anniversary update and only one of them received a PvP restriction and that was the mesmer shield. This anniversary shield was given an armor penalty, restricting its base armor bonus to +8, the same as wielding any other AR16 shield without having the necessary attribute requirement. I am asking that the rest of the anniversary weapons be given a similar penalty in PvP, a penalty that essentially prevents them from ever having their attribute requirement be met. These weapons are not balanced in PvP and should not be usable. PvE balance has been shown to be less restrictive than what is allowed in PvP due to the developer's decisions throughout the years, such as the introduction of powerful PvE only skills, skills that were split for PvE and given significant buffs, and the addition of powerful personal consumables and teamwide consumables, all of which cannot be used in PvP. PvP balance remained much stricter throughout the games active years of development, and it would be only right to remove these weapons from play in PvP. 73.148.97.93 00:19, 2 October 2024 (UTC)
- Could you give an example which of the other weapons can be problematic in PvP and how so? Cheers, Steve1 (talk) 00:29, 2 October 2024 (UTC)
- The most egregious example right now would be the Warrior spear. It scales with strength and the base damage is high at 14-27. Warriors often use the spear to build adrenaline or to continue outputting damage while snared. Against 60 AR targets the spear can crit for 50 or more damage and because the strength attribute contains Flail warriors can often maintain respectable ranged damage without having invested any additional attributes at all.
- The second most common example would be the ranger sword. Most often it is run with a beast master build. The sword base damage, at 15-22, is not exceptionally high but it adds extra pressure without any additional attributes on part of the ranger while they also have their pet outputting significant damage due to skills like Brutal Strike and Feral Aggression. Previously, a beast master would have to sacrifice attribute investment for their primary weapon in order to put points into beast mastery, but with the new sword this is no longer the case.
- The warrior spear is used in all levels of PvP and the ranger build is primarily used in low end arenas. But, no matter how power creeped the game got, Arenanet always attempted to balance out PvP. And while they didn't always succeed, there were boundaries for PvP that were never crossed. The anniversary weapons do cross that boundary by allowing what should be PvE only items into PvP, even if they don't always result in an abusable build. 73.148.97.93 20:37, 3 October 2024 (UTC)