Liadri - Everything That's Wrong With GW2

Liadri - Everything That's Wrong With GW2

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Posted by: Knote.2904

Knote.2904

Unclear one shot mechanic telegraphing, that’s the one thing that drives me absolutely crazy in this game, mostly in PVE but telegraphs are a huge problem in pvp as well.

Just to make this clear, I already beat the fight, and yes the main one shot mechanic (Shadow Fall) is telegraphed, BUT it’s not a very clear telegraph, the multitude of little red lines overlapping each other on the metal terrain of the arena is VERY ambiguous, and the ENTIRE learning curve of the whole fight was squinting and paying as much attention as I could trying to make out the kitten aoe telegraphs to avoid being one shot.

That is just frustrating gameplay. This spills over to other one shot mechanics in the game that has been talked about to death I’m sure already, bosses with subtle animations completely covered up by particle spam that one shots people over and over again (which in the end doesn’t matter because of LOLDOWNEDSTATE), so you spend literally half the fight fighting in downed state (which is really boring).

Anyway, please try to avoid these ambiguous telegraphs if you can Anet, as a good example Deadeye Dunwell even has his Killshot put a laser pointer telegraph, that’s good progress right there.

edit : Let me make this clear. I LOVED the idea of these boss fights, and I think it was awesome, so please don’t stop trying to make boss fights Arena Net, I actually liked the design of the Liadri fight. What I’m saying is that the TELEGRAPHS especially for ONE SHOTS need to be made crystal clear, otherwise they should NOT be one shots.

(edited by Knote.2904)

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Posted by: Farzo.8410

Farzo.8410

1.. 2.. 3.. Dodge.

1.. 2.. 3.. Dodge.

As long as kept my vision on the AoE when it spawned it was far too easy to dodge everything.

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Posted by: cesmode.4257

cesmode.4257

Ill agree, the graphic is hard to see and I do hate one shot mechanics. I am a firm believer that one shot mechanics are lazy design.

Karma is as abundant as air, and as useless as the Kardashians.

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Posted by: Aycee.9162

Aycee.9162

I thought the fight was well made.

It would have been a better fight if they had not included the Cosmic Rifts. I can live with RNG in drops, but RNG in a boss fight that has at least a 50% chance of causing you to be downed and losing the match? Not so much.

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Posted by: Kuzzi.2198

Kuzzi.2198

Can people please stop making Liadri QQ threads?

Have you ever stopped to notice how many people ABSOLUTELY LOVE the Liadri fight. It is my favorite thing in the game so far.

If you like Deadeye, do Deadeye. I like Liadri the way it is, so please leave it be.

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Posted by: Conncept.7638

Conncept.7638

I agree, this is a perfect example of making a fight ‘difficult’ in the worst way possible. When it comes down to it you just play it until you have the fight precisely memorized, then you can beat it. It’s difficulty has nothing to do with skill or strategy, just memorization and repetition. The only exceptions are those classes that have evasion spam builds, which lets face it, are overpowered in PvE and allow you to solo just about anything if you have the patience.

Can people please stop making Liadri QQ threads?

Have you ever stopped to notice how many people ABSOLUTELY LOVE the Liadri fight.

Yes I have, all ten of them, ironically the same people that think battletoads was a good and ‘challenging’ game. This fight is nothing but memorization, something I thought game designers were intelligent enough to move beyond a decade ago. If that’s your style of fun go count cards or play Simon.

(edited by Conncept.7638)

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Posted by: superbeast.9873

superbeast.9873

This describes Guild Wars 2 gameplay as a whole, what’s the problem? At least all the bright particles are doing their job of covering up the terrible quality of PvE combat in this game, as well as blinding fanboy’s of the game’s deep, deep flaws.

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Posted by: Knote.2904

Knote.2904

Can people please stop making Liadri QQ threads?

Have you ever stopped to notice how many people ABSOLUTELY LOVE the Liadri fight. It is my favorite thing in the game so far.

If you like Deadeye, do Deadeye. I like Liadri the way it is, so please leave it be.

You’re not understanding what I’m saying.

I actually do like the design of the fight, I’m not bashing that. I’m bashing the UNCLEAR one shot mechanics.

I don’t want the fight changed at all, except for the aoe to be more clear, if the arena floor was one solid color for example it’d be WAY easier to see the telegraph.

The challenge of the fight shouldn’t be whether you can see aoe’s or not, it should be with the complexity of the fight.

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Posted by: Kuzzi.2198

Kuzzi.2198

The challenge of the fight shouldn’t be whether you can see aoe’s or not, it should be with the complexity of the fight.

I believe the circles being slightly tougher to spot is an intentional part of making the fight even more challenging.

Why would Anet want to make the “most challenging fight yet” have the same old easy to spot circles that everyone and their mom knows how to walk out of by now?

I hope future “difficult” bosses have no circles at all and force us to watch the animations… but oh boy how much QQ would that bring.

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Posted by: Smooth Penguin.5294

Smooth Penguin.5294

Can people please stop making Liadri QQ threads?

Have you ever stopped to notice how many people ABSOLUTELY LOVE the Liadri fight. It is my favorite thing in the game so far.

If you like Deadeye, do Deadeye. I like Liadri the way it is, so please leave it be.

You’re not understanding what I’m saying.

I actually do like the design of the fight, I’m not bashing that. I’m bashing the UNCLEAR one shot mechanics.

I don’t want the fight changed at all, except for the aoe to be more clear, if the arena floor was one solid color for example it’d be WAY easier to see the telegraph.

The challenge of the fight shouldn’t be whether you can see aoe’s or not, it should be with the complexity of the fight.

What’s not clear about it? You have an audio and visual tell before the sky falls on you. If I remember correctly, it hits you on the 3rd second, so count 1-one thousand, 2-one thousand, then dodge.

“if the arena floor was one solid color for example it’d be WAY easier to see the telegraph” - This is why I believe it was planned this way. It adds to the challenge. You can still see the red outlines of the circles. If you think you’re not in a safe zone, dodge out of the way.

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Posted by: Knote.2904

Knote.2904

Can people please stop making Liadri QQ threads?

Have you ever stopped to notice how many people ABSOLUTELY LOVE the Liadri fight. It is my favorite thing in the game so far.

If you like Deadeye, do Deadeye. I like Liadri the way it is, so please leave it be.

You’re not understanding what I’m saying.

I actually do like the design of the fight, I’m not bashing that. I’m bashing the UNCLEAR one shot mechanics.

I don’t want the fight changed at all, except for the aoe to be more clear, if the arena floor was one solid color for example it’d be WAY easier to see the telegraph.

The challenge of the fight shouldn’t be whether you can see aoe’s or not, it should be with the complexity of the fight.

What’s not clear about it? You have an audio and visual tell before the sky falls on you. If I remember correctly, it hits you on the 3rd second, so count 1-one thousand, 2-one thousand, then dodge.

“if the arena floor was one solid color for example it’d be WAY easier to see the telegraph” - This is why I believe it was planned this way. It adds to the challenge. You can still see the red outlines of the circles. If you think you’re not in a safe zone, dodge out of the way.

I don’t remember hearing ANY audio tells from it, if so then the sound was just buggy.

And having UNCLEAR one shot mechanics is the worst way to design a fight, that is just ridiculous. If that is truly intentional then I have no hope for future fights. There are many ways to make it more difficult than making it hard to see, and I thought that’s what the point of the visual “blur” was for (ironically that “blur” made it easier to see the aoe’s).

For example, if the aoe’s were very clear, then they could make it harder by increasing the rate they happen, increasing their size, or make them rotate around the room in a pattern, spawn even more “clones”, get creative with it, that’s where the fun of it is. Making it “unclear” on purpose is really stupid.

A good comparison is the ice fractal final boss that has the same array of aoe’s all over the ground, atleast there it’s a clear telegraph.

Imagine if a pinball game would just randomly fog the screen so you can’t see where the ball is going and you just had to “guess”, sure that’d make it way more difficult but the player has no control over what’s going to happen and it’s just completely frustrating and random, as opposed to a multitude of other clear/complex mechanics that could make it more difficult.

(edited by Knote.2904)

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Posted by: Knote.2904

Knote.2904

The challenge of the fight shouldn’t be whether you can see aoe’s or not, it should be with the complexity of the fight.

I believe the circles being slightly tougher to spot is an intentional part of making the fight even more challenging.

Why would Anet want to make the “most challenging fight yet” have the same old easy to spot circles that everyone and their mom knows how to walk out of by now?

I hope future “difficult” bosses have no circles at all and force us to watch the animations… but oh boy how much QQ would that bring.

Unless they give us a setting to prevent the massive cloud of particle spam and make the boss big enough to even SEE the animations, then yes that will be a terrible idea and will cause nothing but frustration and QQ.

Ever fight an Asura boss with one shot mechanics telegraphed by a tiny cast animation while being spammed with particles?

Yeah…

Guess I’ll just dodge randomly and hope I don’t get one shot again, oh well it’s ok I’ll just get back up anyway lol.

The player has no control in that situation, and there’s no way to “outplay” the boss using player skill.

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Posted by: Smooth Penguin.5294

Smooth Penguin.5294

Can people please stop making Liadri QQ threads?

Have you ever stopped to notice how many people ABSOLUTELY LOVE the Liadri fight. It is my favorite thing in the game so far.

If you like Deadeye, do Deadeye. I like Liadri the way it is, so please leave it be.

You’re not understanding what I’m saying.

I actually do like the design of the fight, I’m not bashing that. I’m bashing the UNCLEAR one shot mechanics.

I don’t want the fight changed at all, except for the aoe to be more clear, if the arena floor was one solid color for example it’d be WAY easier to see the telegraph.

The challenge of the fight shouldn’t be whether you can see aoe’s or not, it should be with the complexity of the fight.

What’s not clear about it? You have an audio and visual tell before the sky falls on you. If I remember correctly, it hits you on the 3rd second, so count 1-one thousand, 2-one thousand, then dodge.

“if the arena floor was one solid color for example it’d be WAY easier to see the telegraph” - This is why I believe it was planned this way. It adds to the challenge. You can still see the red outlines of the circles. If you think you’re not in a safe zone, dodge out of the way.

I don’t remember hearing ANY audio tells from it, if so then the sound was just buggy.

And having UNCLEAR one shot mechanics is the worst way to design a fight, that is just ridiculous. If that is truly intentional then I have no hope for future fights. There are many ways to make it more difficult than making it hard to see, and I thought that’s what the point of the visual “blur” was for (ironically that “blur” made it easier to see the aoe’s).

For example, if the aoe’s were very clear, then they could make it harder by increasing the rate they happen, increasing their size, or make them rotate around the room in a pattern, spawn even more “clones”, get creative with it, that’s where the fun of it is. Making it “unclear” on purpose is really stupid.

A good comparison is the ice fractal final boss that has the same array of aoe’s all over the ground, atleast there it’s a clear telegraph.

Imagine if a pinball game would just randomly fog the screen so you can’t see where the ball is going and you just had to “guess”, sure that’d make it way more difficult but the player has no control over what’s going to happen and it’s just completely frustrating and random, as opposed to a multitude of other clear/complex mechanics that could make it more difficult.

You forget that Anet made this fight to be especially hard. So hard that only a handful of the population and even Anet game testers could complete. It’s not a “bad” design. It’s a “challenging” design. A better term for this would be “Elite Content”, slightly ahead of “Hard Mode”.

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Posted by: Kuzzi.2198

Kuzzi.2198

The player has no control in that situation, and there’s no way to “outplay” the boss using player skill.

This assertion in no way applies to Liadri. I can play Liadri 10 times in a row and win 10/10. This itself should be enough proof that there is no luck involved.

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Posted by: Knote.2904

Knote.2904

Can people please stop making Liadri QQ threads?

Have you ever stopped to notice how many people ABSOLUTELY LOVE the Liadri fight. It is my favorite thing in the game so far.

If you like Deadeye, do Deadeye. I like Liadri the way it is, so please leave it be.

You’re not understanding what I’m saying.

I actually do like the design of the fight, I’m not bashing that. I’m bashing the UNCLEAR one shot mechanics.

I don’t want the fight changed at all, except for the aoe to be more clear, if the arena floor was one solid color for example it’d be WAY easier to see the telegraph.

The challenge of the fight shouldn’t be whether you can see aoe’s or not, it should be with the complexity of the fight.

What’s not clear about it? You have an audio and visual tell before the sky falls on you. If I remember correctly, it hits you on the 3rd second, so count 1-one thousand, 2-one thousand, then dodge.

“if the arena floor was one solid color for example it’d be WAY easier to see the telegraph” - This is why I believe it was planned this way. It adds to the challenge. You can still see the red outlines of the circles. If you think you’re not in a safe zone, dodge out of the way.

I don’t remember hearing ANY audio tells from it, if so then the sound was just buggy.

And having UNCLEAR one shot mechanics is the worst way to design a fight, that is just ridiculous. If that is truly intentional then I have no hope for future fights. There are many ways to make it more difficult than making it hard to see, and I thought that’s what the point of the visual “blur” was for (ironically that “blur” made it easier to see the aoe’s).

For example, if the aoe’s were very clear, then they could make it harder by increasing the rate they happen, increasing their size, or make them rotate around the room in a pattern, spawn even more “clones”, get creative with it, that’s where the fun of it is. Making it “unclear” on purpose is really stupid.

A good comparison is the ice fractal final boss that has the same array of aoe’s all over the ground, atleast there it’s a clear telegraph.

Imagine if a pinball game would just randomly fog the screen so you can’t see where the ball is going and you just had to “guess”, sure that’d make it way more difficult but the player has no control over what’s going to happen and it’s just completely frustrating and random, as opposed to a multitude of other clear/complex mechanics that could make it more difficult.

You forget that Anet made this fight to be especially hard. So hard that only a handful of the population and even Anet game testers could complete. It’s not a “bad” design. It’s a “challenging” design. A better term for this would be “Elite Content”, slightly ahead of “Hard Mode”.

That’s great, especially hard is great. That doesn’t change the fact that ambiguous one shot mechanics are terrible by design.

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Posted by: ilr.9675

ilr.9675

People complaining about Liadri are so adorable.
Watch someone solo Her, then watch someone else solo Lupi.

…so very adorable…

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Posted by: Smooth Penguin.5294

Smooth Penguin.5294

That’s great, especially hard is great. That doesn’t change the fact that ambiguous one shot mechanics are terrible by design.

To each his own. I love challenges, therefore the one shot is a great design.

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Posted by: Somoe.3621

Somoe.3621

Unclear one shot mechanic telegraphing, that’s the one thing that drives me absolutely crazy in this game, mostly in PVE but telegraphs are a huge problem in pvp as well.

Just to make this clear, I already beat the fight, and yes the main one shot mechanic (Shadow Fall) is telegraphed, BUT it’s not a very clear telegraph, the multitude of little red lines overlapping each other on the metal terrain of the arena is VERY ambiguous, and the ENTIRE learning curve of the whole fight was squinting and paying as much attention as I could trying to make out the kitten aoe telegraphs to avoid being one shot.

That is just frustrating gameplay. This spills over to other one shot mechanics in the game that has been talked about to death I’m sure already, bosses with subtle animations completely covered up by particle spam that one shots people over and over again (which in the end doesn’t matter because of LOLDOWNEDSTATE), so you spend literally half the fight fighting in downed state (which is really boring).

Anyway, please try to avoid these ambiguous telegraphs if you can Anet, as a good example Deadeye Dunwell even has his Killshot put a laser pointer telegraph, that’s good progress right there.

edit : Let me make this clear. I LOVED the idea of these boss fights, and I think it was awesome, so please don’t stop trying to make boss fights Arena Net, I actually liked the design of the Liadri fight. What I’m saying is that the TELEGRAPHS especially for ONE SHOTS need to be made crystal clear, otherwise they should NOT be one shots.

Telegraphs are already clear. This sound like a personal problem, not a design problem.

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Posted by: Manuhell.2759

Manuhell.2759

Man, people sure will defend everything.
So now a floor that makes it difficult to even see the aoe rings has become “an intentional part of making the fight even more challenging”.
So i’ll assume that even the camera problems are part of the challenge. Especially if you’re a norn, that’s like hard mode.

Or maybe they’re just things they haven’t considered and that should just be fixed.

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Posted by: Knote.2904

Knote.2904

Man, people sure will defend everything.
So now a floor that makes it difficult to even see the aoe rings has become “an intentional part of making the fight even more challenging”.
So i’ll assume that even the camera problems are part of the challenge. Especially if you’re a norn, that’s like hard mode.

Or maybe they’re just things they haven’t considered and that should just be fixed.

This.

That’s great, especially hard is great. That doesn’t change the fact that ambiguous one shot mechanics are terrible by design.

To each his own. I love challenges, therefore the one shot is a great design.

One shots are fine, unclear ones aren’t.

Telegraphs are already clear. This sound like a personal problem, not a design problem.

Except they aren’t clear, thanks for posting though.

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Posted by: Smooth Penguin.5294

Smooth Penguin.5294

Telegraphs are already clear. This sound like a personal problem, not a design problem.

Except they aren’t clear, thanks for posting though.

They are clear as in you can see them as well as hear them. They aren’t clear as to where exactly you can stand in order to be safe (but you still see the tell).

If they weren’t clear, as you say, then why have there been players who beat her constantly? Are you calling that “luck”?

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Posted by: Somoe.3621

Somoe.3621

Man, people sure will defend everything.
So now a floor that makes it difficult to even see the aoe rings has become “an intentional part of making the fight even more challenging”.
So i’ll assume that even the camera problems are part of the challenge. Especially if you’re a norn, that’s like hard mode.

Or maybe they’re just things they haven’t considered and that should just be fixed.

This.

That’s great, especially hard is great. That doesn’t change the fact that ambiguous one shot mechanics are terrible by design.

To each his own. I love challenges, therefore the one shot is a great design.

One shots are fine, unclear ones aren’t.

Telegraphs are already clear. This sound like a personal problem, not a design problem.

Except they aren’t clear, thanks for posting though.

If telegraphs aren’t clear, please explain to me how people are able to consistently predict them.

Go ahead, I’m listening.

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Posted by: Knote.2904

Knote.2904

Man, people sure will defend everything.
So now a floor that makes it difficult to even see the aoe rings has become “an intentional part of making the fight even more challenging”.
So i’ll assume that even the camera problems are part of the challenge. Especially if you’re a norn, that’s like hard mode.

Or maybe they’re just things they haven’t considered and that should just be fixed.

This.

That’s great, especially hard is great. That doesn’t change the fact that ambiguous one shot mechanics are terrible by design.

To each his own. I love challenges, therefore the one shot is a great design.

One shots are fine, unclear ones aren’t.

Telegraphs are already clear. This sound like a personal problem, not a design problem.

Except they aren’t clear, thanks for posting though.

If telegraphs aren’t clear, please explain to me how people are able to consistently predict them.

Go ahead, I’m listening.

I already said that even I beat her in my OP. I never said they were invisible I said they were clear. Apparently what I’m saying isn’t clear because you people aren’t getting it.

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Posted by: Somoe.3621

Somoe.3621

Man, people sure will defend everything.
So now a floor that makes it difficult to even see the aoe rings has become “an intentional part of making the fight even more challenging”.
So i’ll assume that even the camera problems are part of the challenge. Especially if you’re a norn, that’s like hard mode.

Or maybe they’re just things they haven’t considered and that should just be fixed.

This.

That’s great, especially hard is great. That doesn’t change the fact that ambiguous one shot mechanics are terrible by design.

To each his own. I love challenges, therefore the one shot is a great design.

One shots are fine, unclear ones aren’t.

Telegraphs are already clear. This sound like a personal problem, not a design problem.

Except they aren’t clear, thanks for posting though.

If telegraphs aren’t clear, please explain to me how people are able to consistently predict them.

Go ahead, I’m listening.

I already said that even I beat her in my OP. I never said they were invisible I said they were clear. Apparently what I’m saying isn’t clear because you people aren’t getting it.

If what you’re saying is that they’re not clear enough that would be your opinion. Hence why I said this is a personal problem, not a design problem.

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Posted by: Manuhell.2759

Manuhell.2759

People basically adapt to the rhythm of the aoe after fighting her for so long. And as long that the rhythm doesn’t get screwed – like, being pulled from an orb you maybe weren’t even able to see due to the camera – you can reliably go on.
But the fight should be about adapt and react, not acting like a bot.

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Posted by: Somoe.3621

Somoe.3621

People basically adapt to the rhythm of the aoe after fighting her for so long. And as long that the rhythm doesn’t get screwed – like, being pulled from an orb you maybe weren’t even able to see due to the camera – you can reliably go on.
But the fight should be about adapt and react, not acting like a bot.

Uh?

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Posted by: Manuhell.2759

Manuhell.2759

People basically adapt to the rhythm of the aoe after fighting her for so long. And as long that the rhythm doesn’t get screwed – like, being pulled from an orb you maybe weren’t even able to see due to the camera – you can reliably go on.
But the fight should be about adapt and react, not acting like a bot.

Uh?

Guess i should have written “memorize” up there, cause that’s actually the correct term. Still, why nitpick on a single word with all the rest of the post involved?
Especially since there is not much to react – if you’ve come to that, often it is already too late.

(edited by Manuhell.2759)

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Posted by: Somoe.3621

Somoe.3621

People basically adapt to the rhythm of the aoe after fighting her for so long. And as long that the rhythm doesn’t get screwed – like, being pulled from an orb you maybe weren’t even able to see due to the camera – you can reliably go on.
But the fight should be about adapt and react, not acting like a bot.

Uh?

Guess i should have written “memorize” up there, cause that’s actually the correct term. Still, why nitpick on a single word with all the rest of the post involved?

Because it’s not me nitpicking, it’s a contradiction in your argument.

People have had to learn how to handle her AoE, which is the same thing as “people have had to adapt to her AoE”. You’ve just admitted that it’s not poorly designed.

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Posted by: Smooth Penguin.5294

Smooth Penguin.5294

I believe there’s plenty need for adaptation with Liadri (i.e. when to dodge, where to dodge, etc). While the patterns are there, you still need to fight the main boss plus ADDs that explode on you. No bot program would be able to handle the multiple scenarios presented in each fight.

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Posted by: Manuhell.2759

Manuhell.2759

Because it’s not me nitpicking, it’s a contradiction in your argument.

People have had to learn how to handle her AoE, which is the same thing as “people have had to adapt to her AoE”. You’ve just admitted that it’s not poorly designed.

People have just found another way that didn’t require to actually care about the floor.
Cause said floor is terrible for seeing the aoe circles. I see no contradiction here. If anything, it makes my argument even clearer.
I’m not the one saying they made the floor bad on purpose to make those aoes difficult to see, especially if you’re colorblind. That’s your idea – and yours only, i hope.

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Posted by: Elesh.6192

Elesh.6192

And what is that way?

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Posted by: Manuhell.2759

Manuhell.2759

And what is that way?

As i said above, rhythm. Timing. So that you’ve got to see if you’re safe just a single time, instead of caring about those circles for the whole fight.
And i’ll repeat it, visual clarity shouldn’t be an element to make a fight difficult. And neither be a bigger character than the norm.

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Posted by: Nike.2631

Nike.2631

It’s pretty simple, really: I came to fight Liadri, not the UI…

“You keep saying ‘its unfair.’
I wonder what your basis for comparison is…”
- Jareth, King of Goblins.

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Posted by: Pacifica.9576

Pacifica.9576

The fight itself is actually very well done and I think a perfect example of where a challenge belongs in the game: non-mandatory side content in a living story patch that people can pursue if they want a challenge. Having said that, there are some issues with the fight.

1. The grating is NOT conducive to being able to see the red lines on the ground especially if some sort of animation blows up in your face mid fight

2. the camera angles from being in the bubble can ABSOLUTELY RUIN an otherwise perfect run. I can’t tell you how many times I died attempting this because of the bubble ruining camera angles

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Posted by: crestpiemangler.7631

crestpiemangler.7631

I don’t mind difficulty and can accept my inability to finish something due to it, but this isn’t difficulty, this is sheer annoyance.

Camera angles, low FPS and poorly designed graphics that cause unnecessary eye strain are not my idea of fun.

There were VERY, VERY hard games for the NES that I was never able to beat, e.g. Ninja Gaiden, but they were difficult due to skill required, not because of graphical glitches and neigh-invisible patterns on the screen.

Anybody remember the flash man stage from mega man 2? There was an instant-death beam that you had to outfall and part of the fun was memorizing where you could/couldn’t go. In parts of the level the screen would entirely go black as well, so that without prior knowledge you would probably die.

In no old-school NES game do I remember having to stare at a screen, with insanely low FPS to boot, just to die instantly from something that I would have to squint to see.

It might seem like a contradiction in my argument that being blind and requiring trial and error is somehow the analog of the Liadri fight, but it isn’t: those are merely side-effects of a poorly designed/tested fight. Not to mention that the bits in megaman 2 where you had to memorize the locations did not persist for any serious length of time.

Just to make it clear: Megaman 2 was designed with the intent of making some parts requiring memorization due to a lack of visual. Liadri wasn’t intentionally, so you have to go through a lot of annoyance to realize that the only way you’ll ever complete it is through memorization.

The developers of this game need to test their content thoroughly before they release it, or at least introduce a test server.

(edited by crestpiemangler.7631)

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Posted by: Daala.4258

Daala.4258

Ive had no problems with seeing AoE circles. The egdes are visible even on lowest graphics settings. I admitt that it took me 50+ tries to get 8 orbs but realized it is easy when you know what to do.

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Posted by: Ayrilana.1396

Ayrilana.1396

Gauntlet is meant to be difficult. Complaining that they should test their content because it’s too difficult is just ridiculous. If its too difficult then just move on.

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Posted by: crestpiemangler.7631

crestpiemangler.7631

Gauntlet is meant to be difficult. Complaining that they should test their content because it’s too difficult is just ridiculous. If its too difficult then just move on.

It’s not difficult, it’s annoying.

There’s a big difference.

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Posted by: Ayrilana.1396

Ayrilana.1396

Gauntlet is meant to be difficult. Complaining that they should test their content because it’s too difficult is just ridiculous. If its too difficult then just move on.

It’s not difficult, it’s annoying.

There’s a big difference.

Yes and people are claiming it to be too difficult. You may be claiming its annoying but they’re claiming its difficult.

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Posted by: crestpiemangler.7631

crestpiemangler.7631

Gauntlet is meant to be difficult. Complaining that they should test their content because it’s too difficult is just ridiculous. If its too difficult then just move on.

It’s not difficult, it’s annoying.

There’s a big difference.

Yes and people are claiming it to be too difficult. You may be claiming its annoying but they’re claiming its difficult.

No, they’re claiming it is difficult due to annoying mechanics, not the skill required.

The original poster completed Liadri and he didn’t enjoy it either, so it wasn’t too difficult for him.

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Posted by: Ayrilana.1396

Ayrilana.1396

Annoying and difficult can be the same thing. I can claim that GL has annoying mechanics but that doesn’t change the fact he is still difficult to solo until you learn how to do it.

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Posted by: crestpiemangler.7631

crestpiemangler.7631

Annoying and difficult can be the same thing. I can claim that GL has annoying mechanics but that doesn’t change the fact he is still difficult to solo until you learn how to do it.

GL is a joke compared to Liadri and doesn’t have half as many technical issues.

In the GL fight you don’t have circles that are invisible to the color blind, you don’t have extremely low FPS and you don’t have graphical glitches.

You don’t have remnants of other mobs when you fight GL as well, which is a common problem with Lidari in highly populated areas.

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Posted by: Knote.2904

Knote.2904

Annoying and difficult can be the same thing. I can claim that GL has annoying mechanics but that doesn’t change the fact he is still difficult to solo until you learn how to do it.

A great example is the clocktower event during Halloween.

I eventually mastered it after 20 ish runs and could consistently beat it 90%+ of the time.

I could do that with this Liadri event if I chose to keep running it. (I’ve already beaten her 4 times… it’s not hard but continues to be a PITA because of unclear aoe’s)

Besides the bit of difficulty from the actual design of the fight (or jumping puzzle) the biggest hurdle and HUGE annoyance was the graphical issues and not being in control because you can’t see WTF is going on.

Remember when people complained like hell about having to do clocktower with a bunch of other characters on top of you blocking you from seeing where you’re jumping? Yeah, it’s the same issue, stop saying it’s fine because that’s what makes it difficult, that’s not fine and that shouldn’t be what determines something’s difficulty, the design of the fight itself should dictate that.

No matter what it is, the more threatening an attack is the clearer it needs to be, hard to see PITA mechanics that do piddly dmg is fine, but not for one shots, one shot mechanics need to be made 100% clear, not 80%, not 90%, 100%.

(edited by Knote.2904)

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Posted by: Ayrilana.1396

Ayrilana.1396

Difficulty does not always lie solely on the boss attacks. It can in include the environment as well. Fighting in a confined space is part of the challenge.

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Posted by: Tarot.4250

Tarot.4250

Well this fight was by far the worst content I have ever seen in GW2 seriously. The fight is all about luck, not skill. A luck of not being pulled by the sphere in the most kittened moment when u have no stun breaker/stability. RNG is good in card games, not in boss fights. And the vast amount of problems/bugs does not improve the gameplay at all. Camera problems, strange lags(i.e. when phase 1 switches to phase 2 u cant switch weapon set for about 5-7 seconds). Add to that the fact that every time u die, u need to pay for repair, pay for teleport and run back miles to arena(the most annoying thing imo).