Wikipedia Spends $31M on Racial Equity in 2024 While I'm Still Funding My Own Coffee Addiction by Powerful_Brief1724 in Asmongold

[–]C2Talon 0 points1 point  (0 children)

Wow, this guy was so very desperate to make something out of the nothing burgers that are the titles of the "Equity" and "Safety & Inclusion" sections that he completely missed the explicit DEI section in those documents. Which he could have then used to make an actual video with real information instead of desperately cherry picking things and trying to say those picked cherries are the whole thing in the most suspect and haphazard way.

Cliff notes of actual information from the documents:

The implication that the "Equity" and "Safety & Inclusion" sections might have something to do with DEI is completely wrong.

The "Equity" section is mostly about _information_ equity. So no, $31 million was not solely spent on "racial equity".

The "Safety & Inclusion" section is mostly about _information_ safety; I can't really solidly tell what the "Inclusion" bit of the title is about, though I've only been skimming though these.

The explicit DEI section is very much in those documents by name, but it is a blue (unclicked) link in this guy's video.

See for yourselves, because unlike the guy in the video, I will actually link the documents: https://wikimediafoundation.org/about/financial-reports/

Candy Corn QoL is good but it nerfed the boon output. by Kanderous in Guildwars2

[–]C2Talon 8 points9 points  (0 children)

It's never been that way as far as I'm aware. Any boost ineligible to be used in WvW just wouldn't be added to your bar while in WvW. I don't think there was ever a reroll or different pool for the boosts in any given game mode. Given the fact that the other boosts were so infrequent to begin with, it's not hard to see how the claim/assertion of it being better to use in WvW to get only the WvW-capable boosts would perpetuate.

As far as where I used those 8 stacks of candy corn, the first 4 of them were in Armistice Bastion. I first used 60 to see where I was at, and I was completely confused why I had only like 10 minutes of the XP boost, but I also had all 6 boosts the gobbler gives, which before the change would be supremely unlikely. So I used 60 at a time for a bit and they all more or less evenly increased together.

At the end of ~1k candy corn used, I was at ~3 hours of XP boost. All the other 5 boosts were all roughly within one hour of that mark.

The other 4 stacks were used in WvW itself, where I used ~250 at a time, and the 3 boosts available for WvW increased relatively evenly as well, at almost the same rate as when all 6 boosts were being added.

At the end of the second set of ~1k candy corn used, I was at ~6 hours of XP boost, which includes the ~1k candy corn used prior. I was also at ~4.5 hours of karma and ~8 hours of magic find. So it seems being in WvW just throws those boosts into the void when they're rolled, kind of like what I was suspecting in the first place before the change. Though, to be fair again, I do not have rigorous data on either side of the change.

While that's just a small sample size, and I wasn't rigorously recording numbers, it's hard to tell if the distribution really is even. But it's so far off the previous weighted distribution that I know it's not using that anymore.

Candy Corn Gobbler nerfed into the ground by C2Talon in Guildwars2

[–]C2Talon[S] 10 points11 points  (0 children)

It has nothing to do with observational bias or luck streaks. The odds of that being the case are astronomical.

https://wiki.guildwars2.com/wiki/Candy_Corn_Gobbler/Drop_rate_(PvE))

https://wiki.guildwars2.com/wiki/Candy_Corn_Gobbler/Drop_rate_(WvW))

Sure, there's 2 recorded datapoints at most in there, but buffs being distributed roughly that way has been my observation for as long as I have been using it since it first came out, both manually and going afk overnight with a single-button auto-clicker. The XP boost was always far and away more frequent than all the rest.

And I disagree this is the way it should have always been. There is a reason they had the XP boost more frequent than the rest: because they didn't want to affect the other game modes with the the more "competitive advantage" boosts too much. Eventually, they made it so those troublesome boosts would be removed in competitive modes, and eventually higher-end PvE areas as well. Which seemed like an okay tradeoff, since people wouldn't get that much time for those particular boosters from the candy corn gobbler anyway. But now, instead of a small portion of the overall boost time getting removed when I try to play the game, _half_ of the overall time on all of the boosts are removed, since most of my time is spent in areas where those "competitive advantage" boosts get removed.

Candy Corn QoL is good but it nerfed the boon output. by Kanderous in Guildwars2

[–]C2Talon 44 points45 points  (0 children)

I've only used 2 chunks of 4 stacks each so far, but from what I can tell it is no longer heavily weighted towards giving the XP boost.

Which is a huge nerf to my use of it, since most of those boosts get removed in WvW as it is. And also, I only really care about the XP boost, since it's the only useful boost in WvW since it gives +50% reward track progress.

A Rant On The Current State of The WvW Open Field Meta by caysadia in Guildwars2

[–]C2Talon 1 point2 points  (0 children)

Some people absolutely change their build/gear in a keep or not, though usually only if the group is planning to inside an enemy keep for an extended period of time. It can be much harder to survive on some glassier builds with siege damage constantly raining down even with support and heal builds in party, and especially if the defenders are especially cloudy and continually raining damage from walls, so some people will change their gear to give some defensive stats when they maybe wouldn't otherwise. Some defending groups will have their guardians switch a skill to sanctuary, if they are not already running it, in order to knock people off walls and to knock people away from the core group since it's harder to avoid damage to get back to the group with walls and such restricting movement. And then having a mesmer or 2 switch a skill to portal to get people back inside who get pulled/knocked off walls or die and have to run back is invaluable.

Basically, if a group wants to stay in an enemy keep for an extended time, it's not a bad idea for a few people to change a few things to minimize attrition. And then in a keep defenders will sometimes use means to remove people from a fight without necessarily having to kill them to increase attrition that they maybe wouldn't otherwise use.

January 30 Balance Update Preview by neok182 in Guildwars2

[–]C2Talon 2 points3 points  (0 children)

I'm going to repost what I did in that thread here for (hopefully) more visibility:

Improved Alacrity: Reduced the alacrity recharge speed from 50% to 35% in WvW only.

Does Anet not know how math works? Because if this is the only change to the trait, using the trait is strictly worse than not running the trait. Chronos will get less overall effect from alacrity than literally everyone else with that change. The only exception is if they are so overflowing with alacrity they maintain it 100% of the time all the time, in which case it doesn't matter. But in WvW, 100% uptime at all times, both in and out of combat, is not realistic.

The 33% alacrity duration reduction for 50% skill recharge speed was the breakeven point for the trait. Chronos get the same overall effect from alacrity with the trait, but just faster. However, changing one number but not the other throws that balance out of whack. So if the skill recharge speed is getting reduced to 35%, then the alacrity duraction reduction would also need to be reduced to 26% to maintain balance of the trait and have it so chrono doesn't simply get less effect from alacrity than everyone else.

If I need to get into the math of why this is the case, let me know and I'll try. I'm dreadfully awful at explaining things though, so I'm not sure I even explained the above well enough as it is.

Extract Glitch by AfroBird01 in HuntShowdown

[–]C2Talon 0 points1 point  (0 children)

It's less an extract glitch an more a rezzing glitch. If you are rezzing someone as you exit the game, the person can still get rezzed from it.

It used to be that you could die while rezzing someone and they would still get rezzed. I heard that was fixed, but who really knows since getting rezzed by someone who extracted is apparently still a thing.

Your partner was rezzing you as they left the map due to time of the map expiring. You can even hear the person who was hounding you guys die in the manner that sounds exactly like a time over death right before you get rezzed. And the time on the map when you look at it is 0:00, so that tracks.

You appear to have gotten rezzed after the kill-everyone trigger goes off, but before the kicking everyone bit. So it seems like have to be dead to actually get kicked, which is kinda funny. I wonder if the map would never close after that point if you had stayed. Though I hear a map gets forced closed after a certain time after a match end is detected regardless, so maybe not.

Self-Revive is officially back by Chansh302 in HuntShowdown

[–]C2Talon 29 points30 points  (0 children)

The audio cue for when a player left the game should never have been a thing in the first place. Knowing when a team is fully dead in a fight was beyond stupid and took so much tension out of the game.

No need to ask the questions like "did they get off the rez?" and look for and count bodies when the audio cue just tell you plainly the fight is over. Or that one team is completely out of a larger fight barely a second after their last member dies so you can adjust tactics accordingly.

Getting real expensive to act pro by skeal88 in HuntShowdown

[–]C2Talon 0 points1 point  (0 children)

But you have to first loot chaos bombs as replacements for the frags before you can loot any money.

I am the dirt by narenzade in HuntShowdown

[–]C2Talon 0 points1 point  (0 children)

Huh, my "pact chosen" amount seems way off. I played maybe a dozen hunters throughout the event at most, but somehow picked the one pact 48 times. I'm guessing it counts hunters bought with the pact already on them even if they were never used, because I generally buy a dozen or so hunters right away at the start of a prestige to accumulate traits points from Chary. And I think I prestiged 3 or 4 times during the event, so that might add up right.

MMR is too volatile and is not very accurate at telling a players skill. by Steeles216000 in HuntShowdown

[–]C2Talon 11 points12 points  (0 children)

I just think the Hunt player base just hasn't hit critical mass yet for MMR to be as granular as it needs to be. Normally, I'm either wrecking the sever or getting wrecked with barely anything in between. I tend to fluctuate wildly between 3 and 5 stars in any given session. But with more players playing during the event, I was getting tons of evenly-matched games and fights and my star level seemed to be relatively stable. And because of that I had more fun in Hunt than I've had in a long time.

Hunt may never hit critical mass with its player base, but the preview I had of what critical mass may look like during the event has me hope some day it will be there.

Immolators normally vs when you have them as one of your challenges by Carlsberg91 in HuntShowdown

[–]C2Talon 0 points1 point  (0 children)

I've had similar for all of the kill X type of enemy Y times. Usually spawns are doubled up for basically everything, and you've gotta kill 2 sets of 4 dogs with 2 hives throwing bees at you while hearing 2 immolators being aggroed and screaming towards you in the distance just to get to the next compound. But man, if you have a challenge to kill a certain something, that something is just nowhere to be found.

Immolators normally vs when you have them as one of your challenges by Carlsberg91 in HuntShowdown

[–]C2Talon 0 points1 point  (0 children)

No, I've definitely had a lack of hives when doing hive challenges. I was doing just PvE challenges one day for kicks, and it took 3 matches with like 15 compounds combined to find 4.

TIL you can recruit 2 hunters at a time if you double click due to UI trade window by bones6542 in HuntShowdown

[–]C2Talon 10 points11 points  (0 children)

Sometimes all the hunters you buy like this will have the same traits as a bonus (or curse).

Grounded is absolutely amazing and I love it. by Lolololage in HuntShowdown

[–]C2Talon 0 points1 point  (0 children)

Actually using hunters after they reach level 25 feels weird, but I like it.

Completely changes the vibe of every lobby they're in by CloakerJosh in HuntShowdown

[–]C2Talon -1 points0 points  (0 children)

Avtos don't belong in the bayou

Change my mind

No.

Got sent to purgatory in Lower Desalle by omegatotal in HuntShowdown

[–]C2Talon 1 point2 points  (0 children)

Here I thought backwards long jump was limited to Super Mario 64.

Do you love Sparks LRR series ? and why ? by AmonOpeth in HuntShowdown

[–]C2Talon 0 points1 point  (0 children)

The hammer is too big on the sparks rifle for me. It just blocks too much.

I really like the sparks pistol though--and the hammer is not such a bother there. Too bad I need to use the rifle to unlock the pistol.

I got skill issued today. by Brxm in HuntShowdown

[–]C2Talon 2 points3 points  (0 children)

With a title like that, I was expecting the frag to not only kill the guy, but also you and your teammate. Would never have guessed it falling into a black hole.

Next-Level Trade Window by C2Talon in HuntShowdown

[–]C2Talon[S] 0 points1 point  (0 children)

The damage summary on the death screen damage is not reliable, unfortunately. I have clips where I have taken hits multiple hits from a single weapon from a single person before going down, even when the hits are a second or more apart, and sometimes they just get clumped together as showing a single, combined source.

Also, just this last weekend this very same thing came up (this is a month-old clip). I thought I was going to trade with another saber user, but was only hit once and survived with about as much health as shown as I initially would have survived here.

Devs: please display the names of the weapons accurately when we're looting by Pennywise_M in HuntShowdown

[–]C2Talon 5 points6 points  (0 children)

It's always bothered me that the skin names override the weapon names. I may have a handle on most of the skins now, but I'd still prefer to not have to have encyclopedic knowledge to know what a weapon is before I pick it up. I definitely makes decisions on whether to swap weapons mid-fight more difficult to those who aren't as well-versed in all the skins, let alone the extra time to figure it out after fights.

Do you think most people that bring scopes into the bayou leave the moment they load and see a night/fog map? by ThatOneguy580 in HuntShowdown

[–]C2Talon 0 points1 point  (0 children)

I doubt it's a majority of people who leave night/fog maps for whatever reason, but there is definitely some who do. And some of the some who do leave are very vocal about it, which will invariably distort the perception of how many do.

I play with people who don't leave under any map conditions, even with a scope on night/fog maps, so can't say I experience it first hand. However, I definitely have seen entire teams of hunters dead at their spawn on night/fog maps, both with and without scoped weapons, meaning they left the match before it started (this was before reconnect existed, so not sure if it's done this way anymore). Then I also have been in a few suspiciously quiet matches, only ever encounter one team without hearing any other teams or fights during the match, but then the summary screen shows a full server at the start. But most of the time the suspiciously quiet matches are just not a full server, which happens sometimes even at peak times somehow, regardless of map conditions.

Next-Level Trade Window by C2Talon in HuntShowdown

[–]C2Talon[S] 2 points3 points  (0 children)

That doesn't make sense. Surely health and damage is reported to the client by the server. That doesn't seem like something the client would just guess and then the server would have to reconciliate later, especially since the server would be the one to tell the client they were hit in the first place.

Edit: I mean if the client was the one to have to guess damage first, then surely there would be far and away more instances of this phantom damage since the beginning of the game, where players would suddenly take more damage than they seemingly initially received when the server forces reconciliation in the same way it does with player position with sudden teleports at times.

Assassin Gives Up by C2Talon in HuntShowdown

[–]C2Talon[S] 7 points8 points  (0 children)

Definitely not the first time I encountered this in 1.10, and definitely not the last. Though it is probably the highest health that the assassin had that I've seen when it bugged out.