My thoughts about this update.
The behavior of players is shameful. Only a few will try to help. But most will just let everyone die if it will help them to get to top of tower.
The behavior of players is shameful. Only a few will try to help. But most will just let everyone die if it will help them to get to top of tower.
It’s pretty difficult to stop and help somebody (However much you want to) if you know your going to die as well.
The behavior of players is shameful. Only a few will try to help. But most will just let everyone die if it will help them to get to top of tower.
It’s pretty difficult to stop and help somebody (However much you want to) if you know your going to die as well.
People dont want to help even if they can. And if i realy cant ress someone completely a will ress at least a little so others behind me can finish it.
The behavior of players is shameful. Only a few will try to help. But most will just let everyone die if it will help them to get to top of tower.
It’s pretty difficult to stop and help somebody (However much you want to) if you know your going to die as well.
This was my experience too. I hate leaving people behind in the downed state but every time I’d stop to help I’d go down too.
The behavior of players is shameful. Only a few will try to help. But most will just let everyone die if it will help them to get to top of tower.
It’s pretty difficult to stop and help somebody (However much you want to) if you know your going to die as well.
People dont want to help even if they can. And if i realy cant ress someone completely a will ress at least a little so others behind me can finish it.
I would like to help, and I do res if it’s in a reasonably safe area.
This really doesn’t add to any “team” play when a big zerg rushes up the tower leaving a trail of dead people behind.
I will always help downed or dead players if I can. If I’m not with a zerg, I usually can’t though. It’s just not possible.
The problem is the insane respawn rates. I can kite a few enemies, but I don’t have the time to kill them off and/or resurrect you without 5 new guys spawning ontop of me and killing me in seconds.
I would if I could / I do when I can. Which, admittedly, isn’t very often, but that really is due to the way the whole thing is designed.
~ Whips ~ City Minigames ~ City Jumping Puzzles ~
The behavior of players is shameful. Only a few will try to help. But most will just let everyone die if it will help them to get to top of tower.
It’s pretty difficult to stop and help somebody (However much you want to) if you know your going to die as well.
People dont want to help even if they can. And if i realy cant ress someone completely a will ress at least a little so others behind me can finish it.
I’m someone that will always rez someone that is downed or dead. But seriously, in this tower, it’s nearly impossible. What good does it do anyone if we are both dead, nothing was accomplished at that point. There was a guy that I seriously had to leave behind. I felt bad about it but hoped he realized how many mobs and AOEs were going on around him. I simply couldn’t.
If you die in a bad area, don’t just sit there and wait for someone to maybe decide to clear an entire area and rez you. You need to WP back and run like everyone else. Or wait for the zerg to run through.
It’s a medical condition, they say its terminal….
Way too many mobs that takes forever to kill. If you stop to help, you die. If you want to solo, you must keep running and even that will be frustrating as hell.
So if you want to experience the whole content you must join a zerg, or forget about it.
Sorry, not impressed with the patch.
I’ve been enjoying this update a lot… the blocked passages certainly are tough but I’ve been able to duo through all of them if there isn’t a zerg about. The solo-level scaling may need to be tweaked a little but on the whole they’ve not been an issue.
I don’t really think Anet can do anything about people running if you try to help them in a fight. No amount of code can fix broken human nature I’m afraid. You’re only real choice is to do it cause you feel it’s the right thing to do or just keep on going.
usually if I come on someone mid-fight I try (emphasis on try) to click them to see their health bar.. if it’s pretty high they’re fine and I can keep going, if it’s not… then I’ll give them a hand. If they take off and run I’m generally not worried cause I can drop combat pretty easy if I’m running my mesmer or just laugh at mobs as they realize my warrior is nigh unkillable without some serious numbers or a champion.
The behavior of players is shameful. Only a few will try to help. But most will just let everyone die if it will help them to get to top of tower.
I don’t know, on Borlis Pass everyone has been pretty good. Several times myself or others have turned groups moving up back into the fire to help downed players.
The only time I abandon people is when they get stuck in one of those corridors where the fast-spawning bloom bombs are taking people down. Once you’re downed there, it’s pretty much over and anybody that comes back to help is going to wind up dead too because of the obscene spawn rate unless you can get a near-limit group of rezzers on each downed person.
This is probably the only place in pve thus far I have found reliable use for the ally rez skills. Up until not they were situational or hit and miss, but I’ve used mine on every class (not counting warrior banner, that is hands down best ally rez in the game and doesn’t count) with much success. It’s honestly the only reliable way to rez people in the tower. I would suggest putting it on your bars. Necro and engi are the best rezzers in here, ele isn’t too bad either. Also, almost everyone has traits to benefit in some way while rezzing. Use them. It’s still difficult to get off rezzes, but every little bit helps. And if you’re dead (not downed) and surrounded…just waypoint out. You know you’re going to get someone killed trying to rez you. The courtesy goes both ways.
~Surrender fiend and you will get an easy death
~I could promise you the same…but it would be a lie…
There are many good things about this patch that I enjoy. But Anet has a way of encouraging bad behavior in players. They need to decide how they really feel about The Zerg and Soloing. Because here in this area we have a completely confusing mess of contrary ideology.
You have solo instances that are impossible to get to without a big group of players.
You have players who would rather run to an area than fight their way through. People are lazy and will almost always take the easy way. You have light armor users who cannot run the gauntlet as easily as the heavy armor users. So light armor users are at a big disadvantage. You have players with speed buffs who are have an advantage over ones who don’t. You have an every man for himself atmosphere.
Then you expect these same players when they get to the top to actually group with the other people who made it. After everyone walked over the bodies of the others. I almost feel you should reward the players who died and not the ones who finish.
Then you nerfed the end so it cannot be soloed. I did it with you engineer the first day but the second day the helpers were gone and you could not even get by the vets let alone the Hybrid.
This dungeon could have been amazing but instead it’s just a model for bad behavior. I would rather work my way through methodically killing everything myself than just run through. But you really have no option because of the spawn rate being so high and the fact that others will run mobs up you behind if you go slow enough to kill any thing.
I used 3 revive orbs in there today only to have some idiot run a mob into me and kill me before I could run.
You created a nation of runners in GW1 and it continues here in GW2 today. Your player base doesn’t really want group dungeons but you seem to and a small group of vocal players do.
You created a nation of soloists but then you want them to work together in this instance and Tequatl.
I realize you put in stopping points to group players. The first big fight you have to do before you go on and others. But there are no stopping points to wait for others to help. And I don’t even blame players for not stopping to rez someone as it’s a death sentence for both instead of just one.
This is probably the only place in pve thus far I have found reliable use for the ally rez skills. Up until not they were situational or hit and miss, but I’ve used mine on every class (not counting warrior banner, that is hands down best ally rez in the game and doesn’t count) with much success. It’s honestly the only reliable way to rez people in the tower. I would suggest putting it on your bars. Necro and engi are the best rezzers in here, ele isn’t too bad either. Also, almost everyone has traits to benefit in some way while rezzing. Use them. It’s still difficult to get off rezzes, but every little bit helps. And if you’re dead (not downed) and surrounded…just waypoint out. You know you’re going to get someone killed trying to rez you. The courtesy goes both ways.
Meh, don’t see it happen. It ties up a utility slot (the warrior one at least is one the elite slot) and have cooldowns measurable in minutes( Engineer 2, necromancer 1.5).
Never mind that you need to reach them while still downed.
This is probably the only place in pve thus far I have found reliable use for the ally rez skills. Up until not they were situational or hit and miss, but I’ve used mine on every class (not counting warrior banner, that is hands down best ally rez in the game and doesn’t count) with much success. It’s honestly the only reliable way to rez people in the tower. I would suggest putting it on your bars. Necro and engi are the best rezzers in here, ele isn’t too bad either. Also, almost everyone has traits to benefit in some way while rezzing. Use them. It’s still difficult to get off rezzes, but every little bit helps. And if you’re dead (not downed) and surrounded…just waypoint out. You know you’re going to get someone killed trying to rez you. The courtesy goes both ways.
Meh, don’t see it happen. It ties up a utility slot (the warrior one at least is one the elite slot) and have cooldowns measurable in minutes( Engineer 2, necromancer 1.5).
Never mind that you need to reach them while still downed.
That’s where timing comes in. Most, if not all, of them are ranged casts anyway so not like you have to stand on top of them. As for the recharge, yeah, that’s been a pet peeve of mine for a long time now, but honestly once you get them up, it’s up to them to stay alive and dodge out of that fire before the rez invulnerability wears off. And if everyone brought a skill, then it wouldn’t be up to the single person in the whole tower that brought one to rez people. There’s no way sacrificing a single utility slot though would destroy your build. If it does you might wanna rethink your build some.
~Surrender fiend and you will get an easy death
~I could promise you the same…but it would be a lie…
This was my experience too. I hate leaving people behind in the downed state but every time I’d stop to help I’d go down too.
This is one of the things I hated the most about the design of the Tower.
ArenaNet has this wonderful mechanic that allows players to help each other through rezzing, it is one of the great things about the game. Then they make content like the Tower which is a maze with outlandish mob density and respawn rates that punishes anyone who tries to help some unfortunate soul who happened to fall behind the zerg or just couldn’t see those red insta-kill circles on the hazy floor (or the circles never show up from lag).
I actually like the idea of content based around the zerg/flock gameplay. The Invasions, Labyrinth and Pavilion were all quite fun. In comparison, the Tower is filled with too many mechanics to separate players so they can die alone as well as a lack of mechanics to help players come together. There are knockbacks to throw players into waiting respawned mobs, insta-kills to catch stragglers, lack of zone-wide minimap event indications like in Invasions, Pavilion or Labyrinth that helped players gather into a zerg (at least I only noticed events when I got right next to them, though I suppose even if you could see any event in the maze it wouldn’t matter because there is no way possible way to reach the event without a zerg in the first place)
This is definitely a step in the wrong direction IMO. In particular because of the lamentable way a solo story instanced is gated behind content that can only be gotten through with a zerg.
(edited by DoctorOverlord.8620)
The 3rd floor should have a group event at the entrance, to discourage the bad behavior of trying to run through solo. Open world needs to direct people, no matter how much the forum neckbeards complain about hand holding casual content.