Plague Carriers should not...

Plague Carriers should not...

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Posted by: LameFox.6349

LameFox.6349

-Explode before loading in.
-Be summons.
-Scale. Ever.
-Exist.

About time we got at least one of these options. They are not designed to work in an online game.

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Posted by: LONGA.1652

LONGA.1652

The scale is crazy on large events. got one of those champs version spawned on Teq that down the whole 10 man group defeding turret.

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Posted by: Khisanth.2948

Khisanth.2948

I think the biggest hit I’ve taken from these was at Melandru for around 60k.

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Posted by: digiowl.9620

digiowl.9620

This also applies for karka poppers!

For a game that supposedly abandoned GW1 style interrupts because they were too latency sensitive, there are a whole lot of twitch mechanics that need instant avoidance. Almost as if the down mechanic is there as a cop out for ANet not being able to make a game without twitch as a threat.

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Posted by: Khisanth.2948

Khisanth.2948

This also applies for karka poppers!

For a game that supposedly abandoned GW1 style interrupts because they were too latency sensitive, there are a whole lot of twitch mechanics that need instant avoidance. Almost as if the down mechanic is there as a cop out for ANet not being able to make a game without twitch as a threat.

I would say GW1 was less twitchy. Many of the things that you were supposed to interrupt had longer activation time.

An example would be the Risen Brute’s overhead hammer strike. In theory you should dodge when you see the animation but that has never worked for me. The only time I could dodge that consistently is to basically predict the skill use and dodge before the skill starts. The only time I’ve ever had to do that in GW1 was when using Diversion.

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Posted by: Nilkemia.8507

Nilkemia.8507

-Explode before loading in.
-Be summons.
-Scale. Ever.
-Exist.

About time we got at least one of these options. They are not designed to work in an online game.

Plus one.

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Posted by: Geekfox.4267

Geekfox.4267

Since the culling went away, they’ll load in before exploding. Just be sure to yell “BOOMER!” before they explode.

The champion ones are quite noticeable if you have Enemy name tag enabled. It makes it easier to spot a long name like Champion Risen Plague Carrier.

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Posted by: Stooperdale.3560

Stooperdale.3560

The krait at the Tequatl event can also explode. That’s particularly bad design in my opinion since it drives squishy classes out of melee entirely. You can watch out for one or two carriers but you can’t watch every mob you ever melee with for a random explosion.

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Posted by: Winsyrstrife.7149

Winsyrstrife.7149

I’d take the plague carriers any day over the krait….

With plague carriers you (most of the time) have a chance to lure them into aggro range, trigger their explosion, and run/dodge away. You have no choice but to fight krait to kill them, and their explosion leaves no time for evasion. This is very disruptive for players unfamiliar with Krait behavior, trying to understand why 90% of their health is gone and 7 people are on the ground.

Ribtip (Guardian) | Guild of Beer Drinkers [BEER]
-Super Adventure Box is all I need-

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Posted by: digiowl.9620

digiowl.9620

Make me wonder, do those krait blasts harm turrets?

If so: oh snap, ANet!

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Posted by: Halcyon.7352

Halcyon.7352

+1, but add Karka hatchlings to this list.

Champion invisible poppers… shudders

Tarnished Coast Engineer and… general alt-o-holic.

For the toast!

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Posted by: ilr.9675

ilr.9675

Since the culling went away, they’ll load in before exploding.

That’s the Theory, but I’ve still been hit by DOZENS of them that start exploding the instant they were summoned with No time for their Models & Animation to load. And what makes this even worse, is that you can’t even interrupt Vet Acolytes anymore like you used to. They’ll start the animation and I’ll interrupt them before their Hand even makes it to the full upgright poistion (B/c I was a twitchmaster in Gw1 and often interrupted 1/4sec spells on Mo & Rit mobs). YET THEY STILL GET SUMMONED. …Meaning almost the entire casting sequence is just for show.

Vet Subjugator also do this, and I’ve got footage on Youtube of one getting his well spam off even though the client gave me a big fat “Interrupted!” message over his head.

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Posted by: Stooperdale.3560

Stooperdale.3560

Plague carriers also ought to own to their damage in the combat logs instead of just being “unknown explosion hits for you 13,056 damage”.

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Posted by: Geekfox.4267

Geekfox.4267

This rarely happens, but I caught the combat log showing the source of the damage for once.

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Posted by: IndigoSundown.5419

IndigoSundown.5419

Adding another voice to this. Orr temple events became significantly less fun when summons were added to higher tier Acolytes and Spiders, especially on short cooldowns.

(edited by IndigoSundown.5419)

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Posted by: Dagraan.2854

Dagraan.2854

Since the culling went away, they’ll load in before exploding. Just be sure to yell “BOOMER!” before they explode.

The champion ones are quite noticeable if you have Enemy name tag enabled. It makes it easier to spot a long name like Champion Risen Plague Carrier.

when was culling removed for mobs? cuz im still getting hit from “unknown”

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Posted by: Geekfox.4267

Geekfox.4267

when was culling removed for mobs? cuz im still getting hit from “unknown”

AFAIK culling seems to be removed. You will still see their name tags even if the model hasn’t loaded in yet. Most of the time, it is hard to spot the boomers since their name tag is buried with other names tags in the fight.

“Unknown” happens most of the time. The explosion hits after they’ve been removed from the zone before the game could determine who caused the damage.

The screenshot I posted was just a rare occurrence that the game somehow caught the source.

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Posted by: LameFox.6349

LameFox.6349

Since the culling went away, they’ll load in before exploding. Just be sure to yell “BOOMER!” before they explode.

The champion ones are quite noticeable if you have Enemy name tag enabled. It makes it easier to spot a long name like Champion Risen Plague Carrier.

It’s an issue with summons (and probably latency) rather than culling. The same thing happens with almost any creature: for instance if I’m killing young karka and one respawns, it’s often firing a stream of <whatever they shoot> by the time it appears in the game, and the first few shots have already hit me at that point. This when I’m completely alone, because… well, it’s SC. Plague Carriers are just far more obvious because lots of people = more vet and silver acolytes = more plague carriers, which then themselves get scaled up to a ridiculous extent. The situations they least belong in literally breed them.

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Posted by: Ellisande.5218

Ellisande.5218

Anytime a mob can one hit a player but the player can’t one hit the mob, that’s bad game design imo.

Players and bosses should be doing equal percentage damage to each other.

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Posted by: Chaotic Storm.2815

Chaotic Storm.2815

I’v never minded them, mostly because i’v yet to be caught off guard because of culling and bad lag. They are pretty easy to dodge when you see them coming but I agree if we’re gonna have issues with them not even loading before being hit they need to down scaled so the most they will cause is an annoying pile of conditions.

#ELEtism