Battle for Lion's Arch Open Issues and Tips

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Posted by: Yasi.9065

Yasi.9065

I cant tell if you are being sarcastic or not Titus.

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Posted by: Wasbunny.6531

Wasbunny.6531

Of course in the heat of battle everything is a kittenaotic (no idea why that word is censored), but how much more realistic and exciting would this make it.

Chaotic isn’t. You preceded it with bit and followed that with a ch word.

Haha thanks Sariel V! Was really baffled by that one…a bit.

~An intellectual says a simple thing in a hard way. An artist says a hard thing in a simple way.~

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Posted by: skullmount.1758

skullmount.1758

Some suggestions because things are still not working as they should.

  • Cap boss scaling at 50. Currently they have no cap and keep scaling if more than 50 players are present.
  • Fix Menders so they don’t heal Blue Knight to full in an instant if they manage to get to it.
  • Review your balance changes as everyone suddenly deals ~50% less damage compared to before this patch!
  • Give the reward chest to everyone who participated in the boss battle. Now only those that actually kill their knight get a single chest while the others (usually at green) get nothing!
  • Give 1 reward chest for each knight defeated, so if all 3 knights are defeated every participant will get 3 chests and 3 chances at a core!

I really want them to do that last one. If the server manages to kill all three, we should be rewarded for that (just like if one manages to do the 6 minutes thing, they get extra stuff)

Darkhaven server
Please give us a keyring…

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Posted by: Sariel V.7024

Sariel V.7024

Oh, while I might have your eye’s for a moment, maybe a video covering the importance of food, utility, and stacking buffs please? The majority of players I’ve been in zone with today haven’t had any. With a DPS check like the Knights, I figured players would know to come ready to hit hard but, I don’t think players care enough or simply know enough about the mechanics of foods and utilities beyond magic find. That everyone knows well it seems.

To be fair, using consumables was stressed in the patch notes, which everyone really should be reading. And after the previous chapter, everyone should at least have those potions.

I have a feeling the only way to fix the herd mentality on this issue is to use it. Players will always pick up free buffs, so get working on food trays and those new sharpening stone stations.

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Posted by: digitalruse.9085

digitalruse.9085

Oh, while I might have your eye’s for a moment, maybe a video covering the importance of food, utility, and stacking buffs please? The majority of players I’ve been in zone with today haven’t had any. With a DPS check like the Knights, I figured players would know to come ready to hit hard but, I don’t think players care enough or simply know enough about the mechanics of foods and utilities beyond magic find. That everyone knows well it seems.

It is shocking given the sheer amount of Scarlet Enemy potions that people have how infrequently I see them popped. I try to drop a platter of truffle steaks at my knight to try to encourage better DPS.

Qwerkk – Asuran Engineer

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Posted by: Orpheal.8263

Orpheal.8263

Six Minutes to Knightfall

This is likely not awarding due to the way we are currently awarding participation and rewards. Once we fix the first two issues listed in this post, this achievement should be attainable for everyone who gets event credit for an Assault Knight in a map.

I think this achievement is bugged, the descriptions are again messed up and don’t clearly explain ,what you have to do exactly for the achievement to prevent all of the confusion and frustration around it.

Do we have to:

  • either beat really all 3 knights within 6 minutes at one try, once the event starts, or
  • is it enough to beat each single knight in 3 different attempts within 6 minutes each time?
  • does a single Downed State ruin the achievement for you?

I think the achievement should get changed and shouldn#t be a time trial kind of achievement.
It should become a player skill achievement, that requires of the gamer to be skillful.
The knights imo should get also redesigned… they are boring, because all 3 fight exactly the same.

They would be far more interesting, if all 3 knights would have skills, that are fitting for what kind of physics they are representing and the achievement would require to do 3 different things.

Thats how I’d like to see how they and the achievement should work:

Ruler over all Physics
- Defeat the Knight of Statics without allowing it the Knight to move around longer than X Seconds (means, peopel are required to stun, knockdown, immobilize, petrificate, freeze or daze the enemy as often as possible to lock the knight into a “static” condition. If the Knight gets defeted, without that he has moved around longer than X seconds, you get the achievement. Or instead of seconds, base it on the amount of steps it does.

- Defeat the Knight of Dynamics without standing still, be allways in move .
This would require of players to dodge its pull attack to not get knocked down, what stops your permanent movement. This is basically the knight, that could stay as it is. just 2 knights should get reworked to make them all mor interesting.
So this knight requires of players to dodge alot, or to use skilsl that negate incoming knockdons (stability), while being always moving around (or if this is too hard, say, without never standing still for longer than 2 seconds)

- Defeat the Knight of Synergetics through combinations of conditions and raw damage that synergize with each other.
Never attack it with conditions, when it changes into the Condition Immune Mode, Never attack it with skills that deal no conditions, when it is inits Physical Immune Mode.

So this battle is just one, where people have to play together and synergize with each other to keep the group DPS high, when the knight forces peopel to adapt their fighting styles.

Finish all 3 battles fulfilling these 3 tasks and you’d receive the achievement, that should be worth like 25 AP then and reward players with some colored Energy Cores for each of the knights color.

Personally I like the idea behind sub classes ~ quoted from Chris Whiteside

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Posted by: kimeekat.2548

kimeekat.2548

Regarding the dodge on the knights:

I appreciate OP’s tip on when to dodge (during the animation). The problem is that the red on the ground (which telegraphs the hit much more obviously when in the midst of so many players and their particle effects) appears and disappears before that. So I dodge, dodge, the red disappears as the knight jumps and I get pulled.

I’ve adjusted since I realized the timing on the ground telegraph was wrong (or my preconceived notion of when to dodge was). My issue is that it seems like there’s no consistency for ground telegraphs and when I should dodge throughout the game as a whole. Lupi is wait two seconds and dodge (red still on ground at that point) but I have to dodge with these knights after the red is gone. The Marionette attacks were split second telegraphs — it telegraphed almost as the hit was happening, where if you had to wait for a bit more vigor or were just finishing channeling and then dodged, you were SOL. Here, it’s like I could just stand around whistling dixie through most of the telegraph and not be pulled.

I don’t mind timing my dodges, it’s just impossible to intuitively know when. So it’s less a matter of overall skill and more a matter of knowing the game mechanics for one specific fight. I’d prefer a focus on the former.

Clove Zolan – Bringers of Aggro [Oops] – Blackgate

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Posted by: skepticck.9714

skepticck.9714

In Tune

  • This achievement is also a tricky one, I would recommend you disable your auto attack so that you are precisely controlling when you hit the holograms. Necros, Rangers, Mesmers; watch your minions, pets, clones, and phantasms, their damage counts against you if you are not attuned. Engineers, your turrets fall under that category as well. For all professions, I would recommend crafting your build based solely on damage your character does and not use any summons or sources of outside damage. Again, attention is critical, always be aware of your current attunement and the attunement of the hologram you are fighting.

So basically, what you’re saying is:

  • Mesmers are useless, unless they want to spam 1. After all, it’s not like their core mechanics was to summon illusions…
  • Rangers, whose particularity is to use a pet, cannot use a pet…
  • MM necros and turret engineers who have chosen to build their character this way because they actually like it can’t play either…

We must not forget that condition builds are lethal against Knights and if you wanna have a chance to kill the cannoneer you NEED to play melee.

What happened to the old “Play your character the way you like”? To me we don’t have a choice anymore. Rangers in general and condition builds were already depreciated but there, they are just completely useless. You even ignore the core mechanics of some classes…

Problem is with ranger you HAVE TO use the pet because Anet decided for some idiotic reason that we can’t stow the pet while in combat, so we are pretty much scr**ed with all these poorly though out events, its obvious no dev plays ranger or at least its obvious the people who created these events and achievements have no idea how rangers work… or they simply don’t care.

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Posted by: Lambent.6375

Lambent.6375

Regarding the dodge on the knights:

I appreciate OP’s tip on when to dodge (during the animation). The problem is that the red on the ground (which telegraphs the hit much more obviously when in the midst of so many players and their particle effects) appears and disappears before that. So I dodge, dodge, the red disappears as the knight jumps and I get pulled.

I’ve adjusted since I realized the timing on the ground telegraph was wrong (or my preconceived notion of when to dodge was). My issue is that it seems like there’s no consistency for ground telegraphs and when I should dodge throughout the game as a whole. Lupi is wait two seconds and dodge (red still on ground at that point) but I have to dodge with these knights after the red is gone. The Marionette attacks were split second telegraphs — it telegraphed almost as the hit was happening, where if you had to wait for a bit more vigor or were just finishing channeling and then dodged, you were SOL. Here, it’s like I could just stand around whistling dixie through most of the telegraph and not be pulled.

I don’t mind timing my dodges, it’s just impossible to intuitively know when. So it’s less a matter of overall skill and more a matter of knowing the game mechanics for one specific fight. I’d prefer a focus on the former.

If you’re talking about the large orange-red aoe circle, I just dodge as soon as it disappears, and it works every time. For the one that appears at melee range, I just find it best to get out of the area as soon as it appears.

“Caithe, someday you’ll see, Tyria needs me. -Scarlet”

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Posted by: kimeekat.2548

kimeekat.2548

Regarding the dodge on the knights:

I appreciate OP’s tip on when to dodge (during the animation). The problem is that the red on the ground (which telegraphs the hit much more obviously when in the midst of so many players and their particle effects) appears and disappears before that. So I dodge, dodge, the red disappears as the knight jumps and I get pulled.

I’ve adjusted since I realized the timing on the ground telegraph was wrong (or my preconceived notion of when to dodge was). My issue is that it seems like there’s no consistency for ground telegraphs and when I should dodge throughout the game as a whole. Lupi is wait two seconds and dodge (red still on ground at that point) but I have to dodge with these knights after the red is gone. The Marionette attacks were split second telegraphs — it telegraphed almost as the hit was happening, where if you had to wait for a bit more vigor or were just finishing channeling and then dodged, you were SOL. Here, it’s like I could just stand around whistling dixie through most of the telegraph and not be pulled.

I don’t mind timing my dodges, it’s just impossible to intuitively know when. So it’s less a matter of overall skill and more a matter of knowing the game mechanics for one specific fight. I’d prefer a focus on the former.

If you’re talking about the large orange-red aoe circle, I just dodge as soon as it disappears, and it works every time. For the one that appears at melee range, I just find it best to get out of the area as soon as it appears.

It’s the first situation you’re talking about. And yes, as I mentioned, I know when to dodge from both experience and OP’s tip. I’m just voicing a concern about the overall inconsistency of the dodge timing in relation to the aoe telegraph throughout the game.

Clove Zolan – Bringers of Aggro [Oops] – Blackgate

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Posted by: tmakinen.1048

tmakinen.1048

Any tips for how to end up in an instance with people who can actually beat the knights, short of joining a hardcore guild (which, IMHO, defeats the whole idea of open world content)? All these guidelines are for naught since my track record after 4 days of playing is 100% overflow time, 0% success with the knights, through no fault of my own (I bring a BiS geared character and know how to play).

If you have taken a lot of effort to prepare great content for the grand finale, it would be great to, you know, actually be able to experience that content, instead of getting shut out because of factors that are beyond a player’s own control. Even the much-maligned raid content of other games is more accessible than this supposedly-casual LS stuff.

tmakinen of [SoF]

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Posted by: Tspatula.9086

Tspatula.9086

Awesome!! the fix is more fail… The 50 person limit is going to upset sooo many players who don’t read the forums.. oh boy!

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Posted by: Lambent.6375

Lambent.6375

Regarding the dodge on the knights:

I appreciate OP’s tip on when to dodge (during the animation). The problem is that the red on the ground (which telegraphs the hit much more obviously when in the midst of so many players and their particle effects) appears and disappears before that. So I dodge, dodge, the red disappears as the knight jumps and I get pulled.

I’ve adjusted since I realized the timing on the ground telegraph was wrong (or my preconceived notion of when to dodge was). My issue is that it seems like there’s no consistency for ground telegraphs and when I should dodge throughout the game as a whole. Lupi is wait two seconds and dodge (red still on ground at that point) but I have to dodge with these knights after the red is gone. The Marionette attacks were split second telegraphs — it telegraphed almost as the hit was happening, where if you had to wait for a bit more vigor or were just finishing channeling and then dodged, you were SOL. Here, it’s like I could just stand around whistling dixie through most of the telegraph and not be pulled.

I don’t mind timing my dodges, it’s just impossible to intuitively know when. So it’s less a matter of overall skill and more a matter of knowing the game mechanics for one specific fight. I’d prefer a focus on the former.

If you’re talking about the large orange-red aoe circle, I just dodge as soon as it disappears, and it works every time. For the one that appears at melee range, I just find it best to get out of the area as soon as it appears.

It’s the first situation you’re talking about. And yes, as I mentioned, I know when to dodge from both experience and OP’s tip. I’m just voicing a concern about the overall inconsistency of the dodge timing in relation to the aoe telegraph throughout the game.

Ah, yeah, I agree with that, should have read your entire post, lol. /embarrassed.

“Caithe, someday you’ll see, Tyria needs me. -Scarlet”

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Posted by: Autumn Frazee.3158

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Thank you for your continued reports, I’d like to update that we are currently working on issues with:

  • The ‘In Tune’ achievement
  • The map wide Health Display for the three Assault Knights
  • The ‘Six Minutes to Knightfall’ achievement
  • Assault Knight rewards

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Posted by: Cletus Van Damme.2795

Cletus Van Damme.2795

Any news on the scaling issues with servers that cant field more than 40 players? 40 players split between all three knights that is, not 40 per knight.

Magumer Ranger

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Posted by: Wallace MacBix.2089

Wallace MacBix.2089

Thank you for your continued reports, I’d like to update that we are currently working on issues with:

  • The ‘In Tune’ achievement
  • The map wide Health Display for the three Assault Knights
  • The ‘Six Minutes to Knightfall’ achievement
  • Assault Knight rewards

Also, is it intended that if only one group kills their knight, only that group gets loot, and all the players at the other knights get nothing?

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Posted by: Caelus.7139

Caelus.7139

I’d rather devs fixed the scaling as top priority.

Gonna try and be constructive here, although been really irritated and this LS is getting frustrating, and I’m sure I’m not the only one.

Is there a way to put a counter up to indicate how many players have the corresponding colored buffs? That way we don’t have to shout everytime and guess how many are in each knight.

GW2 has taught me that being a Mesmer is about..
..being a cynical forecaster.
..being a doom-monger….and being a hopeless jinxer.

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Posted by: Wasbunny.6531

Wasbunny.6531

I have to say when you have the numbers and everyone’s on the same page the event seems pretty well balanced, challenging and rewarding.

I just finished a successful run on TC main (got straight into main so obviously not enough for overflow). Seemed like we had about 15-30 for each knight, one commander at each point doing head counts before the event. Most actually didn’t think we had enough people but things went pretty smooth.

BUG: The health indicators for the knights however are bugged, all but ours (green) showed no health the whole time. Ours was the last to go down and everyone got their loot (I got 1 core & boxes).

Entered the airship and had a few minutes of down time before some cut-scene dialogue started (never actually saw this before as I was always getting jumped in mid fight).

BUG: A few people got stuck upon entering the airship, locked in an invisible box it seemed. They were told to do an emote and I guess it worked since everyone was unstuck once the fight began.

A few simple commands were issued during the fight (kill ads etc.) and everything seemed really smooth. Still challenging and right up to the wire but we won. Chest appeared, everyone got loot (I got 3 more cores…this time the ones I actually wanted!) and then went into the instance. Unfortunately I got disconnected right as I was leaving so didn’t get anything more (don’t even know if the rewards are repeatable) but whatever. Mission accomplished.

So overall my impression of this latest change to the Scarlet encounter is improving with one very important caveat. As I said I am on a high population T1 server (TC) and we barely had enough people. I don’t see how a low population server or overflow would have any chance of success. This coupled with the mechanic that unless your knight goes down you get nothing widens the gap between those who will spread out and those who want to ensure they at least get something.

~An intellectual says a simple thing in a hard way. An artist says a hard thing in a simple way.~

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Posted by: Ronin.7381

Ronin.7381

Here’s the thing, if you’re going to limit the amount of people that can attack a knight (Looking at Overflows here) you need the buffs on players to be more. That 3 Knights in six minutes is nye impossible in an Overflow because you’re lucky as it is to get in one that has 150 people. Those color buffs need to boost for more. Otherwise, revert it back and let people zerg to their hearts content.

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Posted by: Folsted.8647

Folsted.8647

Regarding the dodge on the knights:

I appreciate OP’s tip on when to dodge (during the animation). The problem is that the red on the ground (which telegraphs the hit much more obviously when in the midst of so many players and their particle effects) appears and disappears before that. So I dodge, dodge, the red disappears as the knight jumps and I get pulled.

I’ve adjusted since I realized the timing on the ground telegraph was wrong (or my preconceived notion of when to dodge was). My issue is that it seems like there’s no consistency for ground telegraphs and when I should dodge throughout the game as a whole. Lupi is wait two seconds and dodge (red still on ground at that point) but I have to dodge with these knights after the red is gone. The Marionette attacks were split second telegraphs — it telegraphed almost as the hit was happening, where if you had to wait for a bit more vigor or were just finishing channeling and then dodged, you were SOL. Here, it’s like I could just stand around whistling dixie through most of the telegraph and not be pulled.

I don’t mind timing my dodges, it’s just impossible to intuitively know when. So it’s less a matter of overall skill and more a matter of knowing the game mechanics for one specific fight. I’d prefer a focus on the former.

If you’re talking about the large orange-red aoe circle, I just dodge as soon as it disappears, and it works every time. For the one that appears at melee range, I just find it best to get out of the area as soon as it appears.

It’s the first situation you’re talking about. And yes, as I mentioned, I know when to dodge from both experience and OP’s tip. I’m just voicing a concern about the overall inconsistency of the dodge timing in relation to the aoe telegraph throughout the game.

I’m honestly fine with these kinda things, it makes you become more observant as to when you should dodge rather than just have the exact same motion happen on every AoE. It is after all different enemies with different skills.
Also it’s like when you get into a dungeon for the first time, you go through it learning it, dying a few or more times until you understand how the mechanics work.
I would rather promote more of this stuff to make people learn new ways of playing instead.

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Posted by: skepticck.9714

skepticck.9714

Thank you for your continued reports, I’d like to update that we are currently working on issues with:

  • The ‘In Tune’ achievement
  • The map wide Health Display for the three Assault Knights
  • The ‘Six Minutes to Knightfall’ achievement
  • Assault Knight rewards

Nice, how about the ‘No More Tricks, Scarlet’ achievement where if you are downed by ANYTHING at ANY POINT during the fight you cannot get that achievement.

https://forum-en.gw2archive.eu/forum/support/bugs/No-More-Tricks-Scarlet-achievement-bugged

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Posted by: Kunzaito.8169

Kunzaito.8169

Nice, how about the ‘No More Tricks, Scarlet’ achievement where if you are downed by ANYTHING at ANY POINT during the fight you cannot get that achievement.

https://forum-en.gw2archive.eu/forum/support/bugs/No-More-Tricks-Scarlet-achievement-bugged

Or, for that same achievement, the already-noted issue where the damage field lingers a few seconds after the graphic disappears, so you’re either again incentivized to not move and help, or likely to get a completely unavoidable fail by moving over a field that looks gone but isn’t.

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Posted by: AKGeo.6048

AKGeo.6048

Achievements that require almost superhuman care in timing attunements and ranged damage, because meleeing is 90% discouraged throughout the entire event, are not primarily going to get players to play it as you had intended. They’re going to leech the map, get their tags, and stand in a safe spot the rest of the fight. This puts everyone else at a disadvantage.

Just wanted to comment on this specifically. It doesn’t require superhuman care. Just a little bit. Turn off auto attack, watch your buff bar, proceed as normal. I got both the attunement and laser achievements doing the boss “as intended (ranging was probably intended merely due to the damage lasers can cause standing up close).” It’s just people are lazy and don’t want to do any work. If anything, ANet should close up methods for people to be lazy. Besides ensuring the achievement unlocks correctly, there’s nothing really wrong with them (besides being group-temporary and the laser insta-deathing you if you spawn at the wrong time).

Except the event is timed and if you’re seen running around not attacking (because you can’t safely get to an attunement aoe because you value not taking damage by a giant purple stripe on the ground or getting one-shotted by a non-telegraphed random stomp by the hologram itself), you’ll get yelled at and ridiculed for “leeching”.

So you get what you can and launch your attack in earnest, while avoiding attacks, and oops there goes your attunement in mid-volley or grenade toss. Oh well, next time a full server is able to kill all three knights, you’ll get another shot at it.

Mmhmm.

So you can’t avoid the giant red circle that pops up like 5 seconds before the stomp or are you too stubborn to turn on the aoe thing under options because that’s not “your way of playing”? And you can’t be troubled to look at your buff bar to pay attention to when your attune meant runs out so you can be right by the circles to recharge? Come on now guys this is a ridiculously easy encounter if you would bother to pay the least bit of attention to it. The ap situation is unfortunate yes and I’m sure will be fixed in a couple days but there is seriously no reason to complain about these incredibly easily dodged attacks.

There’s no call for insulting me and claiming I lack the ability to dodge. I am able to dodge. I am also not a fan of running around doing nothing while all of the attunement circles are blocked off by a bunch of scorch marks, either.

And the AP situation is not going to be fixed. When have Anet ever changed an achievement to make it easier to obtain?

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Posted by: thinkingback.3409

thinkingback.3409

the knights are even harder now, especially on the overflow servers. I find the blue knight a bit overpowered even if it nerfed its damage reduction is to great and teh buffs last to long. True you can use coördination to succeed teh event but hardly anyone listens.

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Posted by: BeardRex.6739

BeardRex.6739

So with the latest update, you guys made the event harder and give less loot? I don’t care about the chests. Why are the cores only a chance to drop now?

Do the knights still scale with the amount of people around? or just with the people who are attuned to that knight? It’s really dumb if the people doing zero damage are still causing the event to scale.

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Posted by: ShiningSquirrel.3751

ShiningSquirrel.3751

Thank you for your continued reports, I’d like to update that we are currently working on issues with:

  • The ‘In Tune’ achievement
  • The map wide Health Display for the three Assault Knights
  • The ‘Six Minutes to Knightfall’ achievement
  • Assault Knight rewards

With all due respect, it’s a little late to be fixing these issues. Many of us are already done with this content due to the many bugs. Please just spend the remaining time on the next patch so we do not have to go through this again. This patch was a complete disaster and there is really nothing you can do at this point to change that.

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Posted by: Uphux Mi.7620

Uphux Mi.7620

Sorry Anet I’m over it and gonna play something else. Bye!

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Posted by: kgptzac.8419

kgptzac.8419

Thank you for your continued reports, I’d like to update that we are currently working on issues with:

  • The ‘In Tune’ achievement
  • The map wide Health Display for the three Assault Knights
  • The ‘Six Minutes to Knightfall’ achievement
  • Assault Knight rewards

The first 3 are expected and overdue… I hope fixing the rewards means that the players committed to a Knight that doesn’t get taken down before time’s up will no longer be kittened out of their effort.

a shard of crystal in the desert.

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Posted by: Cristoff.2481

Cristoff.2481

I usually do not post on forums, but last night patch shows flaw with Anet’s approach to patching. You do not release major mechanic change while having it coded in 24 hours, because you introduce unforeseen problem that people overlooked. The point and case for last night patch was how buff works in the knights’ fights.

Before mechanic change armor on knights was adjusted so if you did not get buff you did 40% (or so) damage less then your normal damage for opponent of that level. When mechanic changed to provide knight immunity to damage from players without buff, it effectively increased armor of knight by 40%. If you ask how, consider that before you were doing 100% damage when you had buff and 40% less when you had no buff. Now you do no damage when unbuffed, and you can do damage when you get buff. Since buff changed, but armor stayed the same on knight. Now when you attack knight you doing 40% less damage since once you get buff you attacking with same power as you did when you did before getting buff pre-patch.

Instead of releasing such a major change to mechanic if fight it would have been better to introduce minor change for loot and give it few days to test patch for mechanic change. Now instead of making players happy the patch just made more players unsatisfied by creating even more significant problems.

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Posted by: Vespertilionidae.5018

Vespertilionidae.5018

Regarding the In Tune achievement,

After the latest patch I decided to give the event another go. I wasn’t able to get this until I switched from my mesmer main to a warrior alt using a rifle. Then it was quite easy, my first attempt with warrior was a success. I’d been trying for days with my mesmer main and I stand by my opinion that the design of this achievement isn’t taking into consideration the core mechanics of half the professions.

Successful opportunism is often indistinguishable from a masterful plan.

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Posted by: ExoGeni.9248

ExoGeni.9248

Regarding the In Tune achievement,

After the latest patch I decided to give the event another go. I wasn’t able to get this until I switched from my mesmer main to a warrior alt using a rifle. Then it was quite easy, my first attempt with warrior was a success. I’d been trying for days with my mesmer main and I stand by my opinion that the design of this achievement isn’t taking into consideration the core mechanics of half the professions.

Did you have to damage each of three holograms that pop at 10% and the final hologram, or just the 1st phase hologram?

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Posted by: GreenNekoHaunt.8527

GreenNekoHaunt.8527

I’m going to post it here.

Small suggestion. Can you make it so the color buffs in the second phase of the hologram do not spawn IN your character?

I probably failed the achievement because of one of those color buffs spawning in my character while performing a multi hit attack. I couldn’t even react to it.

Gamer & Developer; Playing games is part of making games! Gather experience and make games!

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Posted by: Aveneo.2068

Aveneo.2068

Regarding the In Tune achievement,

After the latest patch I decided to give the event another go. I wasn’t able to get this until I switched from my mesmer main to a warrior alt using a rifle. Then it was quite easy, my first attempt with warrior was a success. I’d been trying for days with my mesmer main and I stand by my opinion that the design of this achievement isn’t taking into consideration the core mechanics of half the professions.

Did you have to damage each of three holograms that pop at 10% and the final hologram, or just the 1st phase hologram?

I only did phase 1 on my rifle warrior with autoattack off so I could control every ability. As soon as phase 2 started I stopped and just started rezzing people for the remainder of the event. It didn’t feel right for me to just afk at the door, so I hope that by rezzing downed players I still contributed something to the group.

Still, it’s a shame when achievements basically force you to go (Eric Cartman voice) ‘screw you guys, I’m going home’

Valiant Aislinn – Aveneo Lightbringer – Shalene Amuriel – Dread Cathulu
Fojja – Vyxxi – Nymmra – Mymmra – Champion of Dwayna .. and more

Highly Over Powered Explorers [HOPE] – Desolation EU

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Posted by: RyuDragnier.9476

RyuDragnier.9476

Thank you for your continued reports, I’d like to update that we are currently working on issues with:

  • The ‘In Tune’ achievement
  • The map wide Health Display for the three Assault Knights
  • The ‘Six Minutes to Knightfall’ achievement
  • Assault Knight rewards

Judging how difficult it has become to kill the 3 knights together in under 6 minutes, is it possible to adjust it so only ONE knight needs to be killed in under 6 minutes for the achievement? Or are you going to lower the knight’s toughness to compensate for their newly found damage reduction abilities?

[hS]
PvE Main – Zar Poisonclaw – Daredevil
WvW Main – Ghost Mistcaller – Herald

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Posted by: Kabraxis.7801

Kabraxis.7801

This new way to do Assault Knights sucks. Unless you are on BG, TC or JQ you don’t even have enough people thank god Anet knows how to think things through.

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Posted by: Inq.4256

Inq.4256

" A reward chest will now be awarded after all three Assault Knight events have finished, and will be given to the corresponding participants even if only one Assault Knight was defeated."

So the “corresponding participants.” Is the definition of “corresponding participants” only the players who participated against the defeated Knight ? I HOPE you guys are re-thinking that reward criteria. Because anything less than 130 players in map will nearly guarantee that if one of the Knights fail, then those corresponding players who couldn’t get in on the attunement 50 for defeated Knights really feel disappointed and cheated after that.

In a well coordinated map, then a third of 130 people at each location might be a winning strategy, but there’s no way at this point to enforce a perfect three way split and there is a chance to make it unbalanced for a number of people to be excluded from the reward pool.

Why can’t the attunements at the knights be variable? If there’s 130 in the map, then the knights attunements are allocated correspondingly dividing 130 three ways. If more people show up during the fight, then start scaling up the attunements, but starting each knight with the 50 limit is just a recipe for greedy players to overload one or two knights.

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Posted by: Gatvin.6510

Gatvin.6510

Not to mention that getting to Scarlet to get her very difficult achieves is now almost impossible. So much for hoping for a Scarlet’s Kiss. Or any meaningful reward at all.

Please just switch it back.

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Posted by: puny.1450

puny.1450

Blue knight still resets to full health. If it’s menders, please remove them from the area. Knight was at 50% health, did its jump ability, and landed with 100% health … Still don’t receive reward chest from completed event, either

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Posted by: Phosphia.7813

Phosphia.7813

Jesus christ, just fix your kitten overflow coding. I’ve never seen such horrible coding before. You’re supposted to generate new instances once the other instances are FULL. Don’t create 10 new instances when a single instance is full. Seriously, who are these dumb coders?

The knights don’t scale what so ever. So it’s impossible to do the event unless you’re in a full overflow. And due to the coding it’s not possible to get a full overflow since your stupid coding generates like 10 new overflows per full instance.

FIX THE OVERFLOW CODING

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Posted by: Ambrosia.2035

Ambrosia.2035

Thank you for your continued reports, I’d like to update that we are currently working on issues with:

  • The ‘In Tune’ achievement
  • The map wide Health Display for the three Assault Knights
  • The ‘Six Minutes to Knightfall’ achievement
  • Assault Knight rewards

Thank you very much.

New build incoming!

Howdy (.)

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Posted by: Gulesave.5073

Gulesave.5073

As interesting as a high possibility of failure can be in content of any scale, it needs to be considered forbidden when designing “primary” events. For example, the core story moments of a Living Story release should always be easy to access. If a player only has time for one run-through during the whole two weeks, that attempt should almost always succeed in moving them through the main story arc.

Make the knights’ toughness and condition resistance, (and reward level), drop as the timer ticks down. Just say that their power cores are getting used up. It should still be very hard to beat them all within six minutes. By twelve minutes, a moderately populated overflow of players on average builds should have no excuse for not being on the threshold of success. At fourteen minutes, they practically crumple at your feet, but the rewards are paltry. No matter what, you almost always get in to fight the holograms.

The holograms should have a similar mechanic. An honest effort will be able to punch through eventually, but coordinating to take them down fast will yield the best loot and achievements, and maybe a little extra dialogue.

Mechanics like this should be used for any event where success is necessary for progressing the story. Optional events can have as high a failure rate as the designer wants.

I should be writing.

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Posted by: sniper general.3549

sniper general.3549

So was the 6 minutes achievement fixed with the recent build or is it still being worked on?

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Posted by: Kabraxis.7801

Kabraxis.7801

" A reward chest will now be awarded after all three Assault Knight events have finished, and will be given to the corresponding participants even if only one Assault Knight was defeated."

So the “corresponding participants.” Is the definition of “corresponding participants” only the players who participated against the defeated Knight ? I HOPE you guys are re-thinking that reward criteria. Because anything less than 130 players in map will nearly guarantee that if one of the Knights fail, then those corresponding players who couldn’t get in on the attunement 50 for defeated Knights really feel disappointed and cheated after that.

In a well coordinated map, then a third of 130 people at each location might be a winning strategy, but there’s no way at this point to enforce a perfect three way split and there is a chance to make it unbalanced for a number of people to be excluded from the reward pool.

Why can’t the attunements at the knights be variable? If there’s 130 in the map, then the knights attunements are allocated correspondingly dividing 130 three ways. If more people show up during the fight, then start scaling up the attunements, but starting each knight with the 50 limit is just a recipe for greedy players to overload one or two knights.

It’s not even about greedy players. If there aren’t enough players to split to 3 of course people are going to stack 1-2 instead. Add in that why should people split up when there isn’t enough and if 1 or 2 succeed they get loot but you don’t simply because there wasn’t enough people to go around. Again very terrible planning on Anet’s part.

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Posted by: Sir Arthur.8905

Sir Arthur.8905

btw. please stop giving 1000 people the same “main server is ready” notification for ONE open spot on that map, so that 999 of those people end up loaded into a newer EMPTIER, and generally worse overflow EVERY SINGLE TIME. I went through 3 entirely different overflows when trying to accept that que pop-up, and each time it was to a less and less prepared, and more and more bewildered group. Would be nice to at LEAST be able to return to your original overflow, but that NEVER happens. It is a HUGE gamble every time you see the prompt, because you will either make it into the main server(not likely) or end up in the emptiest/worst overflow available.

Also, while I’m here, how about some sort of IN GAME prompt/mail/message that will notify you of patch updates or changes, or even just MAJOR ones that pertain to the area you are in. It is oh so tiring explaining over and over and over to new people that entire mechanics have changed, or that this is broken etc. It really should NOT be our job to frustrate ourselves EVERY HOUR explaining every change to every new person that pops up because our PERSONAL success depends ENTIRELY on others.

Even just a little prompt or mail explaining what to do at an event would help, as after a while we just don’t care about winning anymore, because to do so means re-explaining EVERY SINGLE DETAIL/PATCH CHANGE to date. Sometimes I just want to show up, do my part, and move on, but I can’t relax, because it takes half an hour to explain the event.

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Posted by: Katastrofi.5816

Katastrofi.5816

I appreciate the team’s attempt to fix the ’AFK’ing issue for people trying to get the achievements in the Scarlet encounter, but in adding the lasers and forcing them to die, you’ve actually made the situation worse.

The AFKers are STILL there, but now they’re constantly just dying. Now the NPCs that rez downed players are permanently trying to rez them over and over and over again. Please just eliminate this safe zone altogether… Please?

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Posted by: Sir Arthur.8905

Sir Arthur.8905

" A reward chest will now be awarded after all three Assault Knight events have finished, and will be given to the corresponding participants even if only one Assault Knight was defeated."

So the “corresponding participants.” Is the definition of “corresponding participants” only the players who participated against the defeated Knight ? I HOPE you guys are re-thinking that reward criteria. Because anything less than 130 players in map will nearly guarantee that if one of the Knights fail, then those corresponding players who couldn’t get in on the attunement 50 for defeated Knights really feel disappointed and cheated after that.

In a well coordinated map, then a third of 130 people at each location might be a winning strategy, but there’s no way at this point to enforce a perfect three way split and there is a chance to make it unbalanced for a number of people to be excluded from the reward pool.

Why can’t the attunements at the knights be variable? If there’s 130 in the map, then the knights attunements are allocated correspondingly dividing 130 three ways. If more people show up during the fight, then start scaling up the attunements, but starting each knight with the 50 limit is just a recipe for greedy players to overload one or two knights.

It’s not even about greedy players. If there aren’t enough players to split to 3 of course people are going to stack 1-2 instead. Add in that why should people split up when there isn’t enough and if 1 or 2 succeed they get loot but you don’t simply because there wasn’t enough people to go around. Again very terrible planning on Anet’s part.

Beyond that, what is the improvement between zerging to get loot from all 3 bots, and the current afk after tagging ANY bot with an attunement, not killing it, and getting loot anyway because a bot on the other side of the map was killed…

I just don’t understand. At least the original way, people had to actually move around….

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Posted by: OmniPotentes.4817

OmniPotentes.4817

I appreciate the team’s attempt to fix the ’AFK’ing issue for people trying to get the achievements in the Scarlet encounter, but in adding the lasers and forcing them to die, you’ve actually made the situation worse.

The AFKers are STILL there, but now they’re constantly just dying. Now the NPCs that rez downed players are permanently trying to rez them over and over and over again. Please just eliminate this safe zone altogether… Please?

Lol should have seen this one coming. kitten ed if you do…………

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Posted by: Aurette.7908

Aurette.7908

My experience since the patch has been working on the event over 5 times in a row, to see the event fail because the Knight healed 100% or simply the group damage didn’t burn it, or the next one in time.

Might be that I have a bad time of day in Australia but does that mean that yet more content should be so impossible that I won’t bother logging in to try it?

The effect was less and less people trying, then making the event less and less possible to do.

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Posted by: Vespertilionidae.5018

Vespertilionidae.5018

(Regarding the In Tune achievement)
Did you have to damage each of three holograms that pop at 10% and the final hologram, or just the 1st phase hologram?

I participated in all three stages of holograms, attack prime stage, dynamic/synergetic/static (I only attacked dynamic) and the microprime at the end.

Successful opportunism is often indistinguishable from a masterful plan.

(edited by Vespertilionidae.5018)

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Posted by: Fenrina.2954

Fenrina.2954

The AFKers are STILL there, but now they’re constantly just dying. Now the NPCs that rez downed players are permanently trying to rez them over and over and over again. Please just eliminate this safe zone altogether… Please?

I’d hate to see the repair bill after that.

Honestly, the fact they’re dying means that isn’t a safe zone. Either people will pick up on it soon or well… they won’t.