Aether dungeon needs radical nerfing

Aether dungeon needs radical nerfing

in Sky Pirates of Tyria

Posted by: Mespilia.2896

Mespilia.2896

Hi,

I think ANet pitched this instance at a certain level of ability. This thread is full of them and they’re happy with it. But the people who comment are a small proportion of players. About 200 so far.

I am not a fantastic player, I am not in a guild full of pros. My first PUG got tired of trying to get past Frizz. Other times we have passed him. eventually. No one at all in allt he PUGs and people I know stand any kind of chance in getting past Mai.

Oh lots of people have but not one that I know.

Getting past her is needed too progress in this story. We can’t, not will not try, just can’t.

Hopefully the next Living Story will be a little less impossible for the casual player to finish. By all means have a really difficult instance for extra points but please don’t exclude a not inconsiderable segment of the players from finishing.

Not all of us are as young and quick as we used to be but we purchased the game and feel somewhat excluded.

And none of us consider it fun, rather the contrary.

As for quoting the definition of achievement, they are give them for trivia as well as more difficult things.

Just my 2¢.

Aether dungeon needs radical nerfing

in Sky Pirates of Tyria

Posted by: Jist.9451

Jist.9451

I will agree that the bosses can take a long time to kill…. when you are the only one alive in your party.

hahah kitten , that ranger owned every complainer here. Very nice to see that a ranger did this.

It would be interesting to know where he was located and what build he was running to accomplish this feat. Amazing ranger in my opinion. I run a ranger but have no where near the skill setup to do this. And, yes, I am not that skilled a player, but I can admire one.

To be fair, this isn’t that hard with a ranger. I almost solo’ed Frizz when my teammates died during second phase (the wall lasers) and this was my first try. I got killed when one of the golem knocked me into a laser (third phase) and then the other pulled me right back in, through the same laser.

As for the last boss, it wasn’t that hard either, I was just attacking and running around and my health didn’t really drop much. I didn’t solo it because my teammates were all alive but I can see why it isn’t that hard. A power/toughness/vitality build might do it with speed buffs such as signet of the hunt/rampage as one and the natural vigor/vigorous renewall traits help with dodging.

Aether dungeon needs radical nerfing

in Sky Pirates of Tyria

Posted by: Voltar.8574

Voltar.8574

Nope, pug’d it fine.

…I am not a fantastic player, I am not in a guild full of pros. My first PUG got tired of trying to get past Frizz. Other times we have passed him. eventually. No one at all in allt he PUGs and people I know stand any kind of chance in getting past Mai…

This reminds me of the time that dodging was added to the daily and people complained that now they had to dodge, or that they had to not dodge prematurely or asked how do you dodge?

Not being able to do it on the first run is no reason to nerf it.

(edited by Voltar.8574)

Aether dungeon needs radical nerfing

in Sky Pirates of Tyria

Posted by: NinjaEd.3946

NinjaEd.3946

The lazer room wasn’t too bad, although its annoying when EVERYONE is trying to get the achievement.

The beams do have a visual queue, the projector appears before the lazer does. If you pay real close attention to the circle you will see them jump from the floor and moments later, shoot a beam. Took me a couple tries to notice it tbh.

“I’m waiting for the staff to get off their lunch
break. I feel like they should be back by now..”

Aether dungeon needs radical nerfing

in Sky Pirates of Tyria

Posted by: Orpheal.8263

Orpheal.8263

I’’m back from a ridiculous 4 hours auf wiping … my opinion about this dungeon was before this already not very good, but now its even worser, because now I’ve got so far, that i can say I’ve got now a full live view of the action of the complete dungeon with my beign part in it … having seen now the full dungeon in action.

This dungeon and basically the achievements around this dungeon need serious changes. But I know naturally that there are also alot of peopel out there, which have the achievements already, so it shouldn’t be changes about how to obtain the achievements, just changes in the mechanics of how to obtain the achievements, the duration of how long they can be obtained, as like also the methods needed to obtain them and descriptions must get clearer. ALOT

People should also stop here finally to compare every BS with CoF1 and people running Berserker-Gear. In my last run nobody used Beserker-Gear, except maybe 1 where I’m not sure and among those people I ran with, were very skilled players… where also some of them used TS and it helped NOTHING, because a chain is only as strong as its weakest ring and this dungeon does absurdly punish the team for every smallest mistake of a single player, especially in the boss fights!!
People in TS aren’t unfailable, they do make mistakes also or can have problems due to lag/ fps break-ins or other internet problems (disconnects) for which nobody is guilty for.
In fact I myself run with my thief around mainly in Power/Vitality/Toughness-gear and am far away from being a total glass cannon that gets 1 hit killed by Mai and I used all the time as utilities condition removes and shadow refuge for additional heals and as a party saver (it happened once that mai could somehow down 4 players at once and only because I triggered in perfect timing the refuge, I was able to save all 4 of them and prevent a party wipe)
TL. DR:

These things must be done, so that this dungeon and in the end the whole event will be fun for everyone and not just only the Uber-Hardcore Gamers in guilds with TS mostly that run around permanently with perfect for the situation fitting buff food and buff potions.

  • Make the possibility to earn the dungeon achievements permanent, be it with FoTM and my suggested Asura Crew option to improve the Warp Field for Extra Difficulty, or somehow else

More isn’t needed to make everyone happy plus an option to see still the games story ect. even if you didn#t managed to beat the dungeon in time, because its just kittened, if the living story becomes totally unimportant, because you lost the red line of the story only because of not being able to beat a dungeon in time, before the dungeon got removed again … besides for perfectionists its terrible to have to look forever at an uncomplete achievement list..

Thats also the point, why many peopel about console games are against Online Achievements, because they are temporary and not doable anymore, once the servers shut down… tempary content is never good, it creates massive time pressure on players, its a kind of phenomenon that humans automatically start to set themself up under pressure, once something is temporary… temporary content creates elitism and meta group builds which exlude automatically everything, that doesn’t fit to that build/setting and I think that goes totally against Anets principles for GW2 and their game’s philosophy , that dungeons in GW2 should be doable with every group constellation, what is currently absolutely not the case, as the dungeon does as always favor certai nspecific classes, that are 100% needed to be successful, liek for example guardians or elementalists for their passive heal support, bindign skills and block abilities (Aegis) , but also Ele and or Warriors, because of them being only able to instant ressurect players with glyphs/battle banners, while all other classes can’t do that!!

Thats the point, where miss very much my kitten nostalgic Signet of Ressurction!!
A simple skill, that was usable by all classes.

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

Aether dungeon needs radical nerfing

in Sky Pirates of Tyria

Posted by: Reloading.3260

Reloading.3260

Just another kittenty latency check.

Try doing it with a group of people all over 250ms. Wipe 15 times in a row at first cannon phase because they all drop dead thanks to lag.

Just like dragonball, and crabtoss, anet sat there and tested it locally at 10ms and conveniently forgot about half the world who aren’t sitting next door to the server.

Aether dungeon needs radical nerfing

in Sky Pirates of Tyria

Posted by: Bloodstealer.5978

Bloodstealer.5978

LOL I can’t believe this thread.

OMG Anet content is too easy we need harder dungeons.

OMG Anet content is too hard we need easier dungeons.

WTF is wrong with you people! This dungeon is the CORRECT amount of difficulty. .

No it isn’t.

I’ve 1 shot Frizz with pugs and defeated the last boss after 1 wipe because the pugs couldn’t run out of red circles.

If I’d make a dungeon most GW2 players would start crying after the first pull.

Then I’d suggest you go play some other game. GW2 isn’t for you.

TBH.. I think maybe that advice might be more fitting for you.. everything you have posted in this thread just spells FAIL, lack of skill and patience.

Sorry to sound harsh but when you construct your posts the way you have in order to attack the game, the players etc etc.. I am thinking there is only one person to blame……

Aether dungeon needs radical nerfing

in Sky Pirates of Tyria

Posted by: Shadowtech.5071

Shadowtech.5071

Third phase of Frizz with golems pull and pushes make this dungeon impossible for casual players and you all know it. It’s not fun, challenging, or rewarding. It is downright unfair. Not every has class a good source of stability or condition removal. Nerf the golems pushing and pulling abilities is all thats needed for the dungeon to be good to go.

Someone is probably thinking learn to play/know the mechanics of the dungeon. I just want to say I DO.

Last Boss takes forever to do, their is no reason why it should be so time consuming. Just kitten shorten it?

If I see one more bring guardian/mesmer suggestion I’m going to lose it.

Catastraseed – Guardian / Keytuura – Engineer
[GoA] Guardians of Äsgard
Maguuma

(edited by Shadowtech.5071)

Aether dungeon needs radical nerfing

in Sky Pirates of Tyria

Posted by: Flindy.7530

Flindy.7530

To implement a dungeon (that is a fairly integral part of an update) that requires a skill/luck level so high, I find rather absurd and very contradictory.

GW2 is about accessibility for every type of player. ANET banged on about this even before launch. To me it makes no sense that this has been geared up to be so difficult.

I think this is just down to a lack of testing.

Aether dungeon needs radical nerfing

in Sky Pirates of Tyria

Posted by: Milo Rock.2457

Milo Rock.2457

Hi everyone, my experience with this dungeon was… rewarding, me and my friends are not pro’s but we can manage to clear medium-hard content. I’m really happy that Anet is bringing content like Molten again, and I hope that things like Southsun would not repeat, that said, it took 8 tries (10-15 min each) before we could get past lasers lab, Im not gonna lie, I was extremely annoyed with this part, but just because of 2 factors:
1.- Lag, oh the lag, that kind of lag where you see lasers a mile away and suddenly you’re dead, this is game breaking, a lot of people I know, guildies and such are experiencing lag-fest at certain hours (in the morning is perfectly fine), I think it’s a known issue, but also it has been going for at least a month now.
2.- The annoying pulls: its fine if they wanted to keep it this way, but it was just frustrating, you’re doing nothing wrong, evading like a champ and then suddenly, from the other side of the room (view blocked) a golem pulls you right into the lasers, dead.

We had to figure out how to mantain stability AND predict how to move because of lag, turns out we stacked on top of some boxes, used the guardian’s skill that grants 11 sec stability and hold the line and just took the big lasers, strategy indeed, but I dont know if this fight was meant to end like this… oh well, with a pair of tweaks it could’ve been perfect, but ok, still isnt Canach’s lair, so Im good. Having read the forum before, I was a little scared that the final boss would be cheaper than golems (having heard things like “endless cannon shots” “OHKO attack” and such, that couldnt be a fun fight) but turns out it was quite fun, it didnt took long to figure out what to do and when to evade (ok, that little box thingy that tells you what to do could’ve been done better), though I can agree that 12 stacks of bleeding that last forever its cheap (we had 2 guardians with pure of voice so this wasnt a problem when we were learning the mechanics, but not every group can do this).
All in all, when it was done we felt great, it was challenging, not everyone can make it and we did, it took, in my opinion, serious understanding of the game’s mechanics, so it can be said that this was a hard dungeon, just for that.

TL;DR: Great content, nice dungeon, however, I dont think we will farm it like we did with Molten, annoyances and lack of rewards (a jetpack? new kind of armor? yes please… a monocle? I’ll pass) would keep us for doing it. There’s always room for improvement, but for now, well done =D

PS: Fix lag issues, its seriously tearing this game apart for a lot of people =_=

Aether dungeon needs radical nerfing

in Sky Pirates of Tyria

Posted by: Crovax.7854

Crovax.7854

Hopefully the next Living Story will be a little less impossible for the casual player to finish. By all means have a really difficult instance for extra points but please don’t exclude a not inconsiderable segment of the players from finishing.

Casual doesn’t mean “bad players”, it just says, that they don’t spend a large amount of time in this game. You can be casual and still beat this dungeon easily.
You can’t however be a bad player and beat this dungeon easily.
And that’s fine!

(edited by Crovax.7854)

Aether dungeon needs radical nerfing

in Sky Pirates of Tyria

Posted by: MithranArkanere.8957

MithranArkanere.8957

A try for this dungeon may take over anhour.

Some people have 1 or two hours, some even less to play each day.

You can’t expect people to change their lives and schedules around a game.

The game MUST be designed so it can be played whenever you can.

When things require just luck or a lot of time, hey must be permanent so people can attempt them with their own schedule.

SUGGEST-A-TRON says:
PAY—ONCE—UNLOCKS—ARE—ALWAYS—BETTER.
No exceptions!

Aether dungeon needs radical nerfing

in Sky Pirates of Tyria

Posted by: EverythingXen.1835

EverythingXen.1835

I just want Frizz’s lasers and walls to be different colors.

All that swirling mass of pink makes it hard to tell if I need to find a box or if its safe to keep walking.

Oh, and kitten the constant immunity the golems recieve when a wall passes them. kitten es all over an otherwise above average encounter and dungeon.

Aether dungeon needs radical nerfing

in Sky Pirates of Tyria

Posted by: NinjaEd.3946

NinjaEd.3946

Third phase of Frizz with golems pull and pushes make this dungeon impossible for casual players and you all know it. It’s not fun, challenging, or rewarding. It is downright unfair. Not every has class a good source of stability or condition removal. Nerf the golems pushing and pulling abilities is all thats needed for the dungeon to be good to go.

Someone is probably thinking learn to play/know the mechanics of the dungeon. I just want to say I DO.

Last Boss takes forever to do, their is no reason why it should be so time consuming. Just kitten shorten it?

If I see one more bring guardian/mesmer suggestion I’m going to lose it.

It’s not impossible with casuals, just need a stun breaker. Stun breakers arn’t exclusive to anyone, we all have em. Like with any GOOD dungeon, you need to adapt your build to it.

The bad part of the dungeon is the last boss, who is just stale. The fight doesn’t evolve into harder/different stages its just a checkpoint to reset the shield. Some people like the “Difficulty” this dungeon has, I say,“what dungeon are you playing?”. It sure beats doin cof in 6 minutes but it’s not breaking any bariers.

“I’m waiting for the staff to get off their lunch
break. I feel like they should be back by now..”

Aether dungeon needs radical nerfing

in Sky Pirates of Tyria

Posted by: RyuDragnier.9476

RyuDragnier.9476

For the immunity, it won’t stop traps from hurting them. For example, Spike Trap, Flame Trap, and Viper’s Nest all still effect the golems and do damage regardless of whether or not they have that shield up. It may be the same for all fields, marks and traps, but I’m not 100% certain. But I AM certain that it’s a battle where you have to use conditions to take them out, not sheer DPS (though that CAN help in phase 3).

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

Aether dungeon needs radical nerfing

in Sky Pirates of Tyria

Posted by: Barabbas.8715

Barabbas.8715

The only thing that really bugs me is the 2 week time limit combined with the hard achievements. That makes this whole thing seem much more stressful than it really should be.

Aether dungeon needs radical nerfing

in Sky Pirates of Tyria

Posted by: RyuDragnier.9476

RyuDragnier.9476

I have to agree Barabbas. If it was a PERMANENT addition, I wouldn’t mind at all, or at least made into a fractal so we could attempt all the achievements while in a fractal.

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

Aether dungeon needs radical nerfing

in Sky Pirates of Tyria

Posted by: error.3540

error.3540

Maybe in the future ANET can have a story mode so that less skilled players can at least SEE the content and then an explore mode to reward your dedicated pve’ers. They do this for the permanent dungeons that have no time constraint. I hope the living story arc here isn’t referenced heavily in the future because a sizeable portion of the player base is going to feel left out in the cold. You can keep the achieves and REAL rewards for the pros and still include everyone in the story, this doesn’t have to be either or. Achievements should be challenging and something only accessible to pro pve’ers, but why are you kicking people out of the story arc?

Aether dungeon needs radical nerfing

in Sky Pirates of Tyria

Posted by: Pixelpumpkin.4608

Pixelpumpkin.4608

I just ran the AR with an established group of friends that I also run other dungeons with (we all met during MF and stuck together). All level 80s with exotic gear; two guardians, 3 medium armour types. Never had a problem finishing a dungeon with these people. At all. During Flame and Frost, some of us would PUG up with low level characters to pull them through. We’re not hardcore players, but we’re definitely not beginners, or overly casual. Also, we know how to read guides and are coordinated enough.

AR: had to give up after 3 hours+ because it’s really late and I have to work in the morning. Closest we got was Mai Trin in her second phase – after 2 hours or so we got her down to about 60%, then wiped again.

I don’t see any chance for me to get most of the achievements, which will be the first time in any Living Story chapter (so far I managed to complete everything…) but what’s really disheartening is that I don’t see how I’m even going to finish the dungeon and be able to progress in the story.

How are lower level players supposed to finish this chapter, I ask myself, if I can’t close with this group?

Aether dungeon needs radical nerfing

in Sky Pirates of Tyria

Posted by: Flameseeker.1563

Flameseeker.1563

Finally had a good team that remained for 3 whole runs.
1st run we wiped once on frizz but the next tries i actually managed to get it done without ever being touched by lasers.
The first two phases can be done by just walking around but this is how i manage 3rd phase. Keep near the front wall and when the beam is half way around jump on the crates and then over the beam when it gets close. If golems are on top of you pop stability right away since you’ll probably be pulled, if they’re far after the jump just block their view with the crates. This is how i managed with the warr using balanced stance for stability and shake it off for the eventual stun.
Regarding damage try to spike a single golem at a time since the problem usually comes from multiple pulls from multiple possible directions so, the less enemies the better.

Regarding the last boss the team composition seems like a key factor. We had two warrs, two guards and a mesmer which means lots and lots of condition removal plus some nice heals and an ok damage.
We just kept close together and as close to mai as possible, we even ran to aoe if needed, to remove the buff as quickly as possible. The cannon phases on the last tries seemed like a dance, practice makes perfect and it’s way easier when people aren’t panicking, though the last one is way too long. War banner and other rezz skills helps a lot to get people up quickly and avoiding unnecessary rezzing, just make sure you don’t kill yourself in the process.

Too bad we always wiped at least once per try, some bad luck kept us away from unfriendly skies achievement since our timed tries were around 12-14min.

Aether dungeon needs radical nerfing

in Sky Pirates of Tyria

Posted by: Dark Jericho.8609

Dark Jericho.8609

I have to agree Barabbas. If it was a PERMANENT addition, I wouldn’t mind at all, or at least made into a fractal so we could attempt all the achievements while in a fractal.

It’d be so AWESOME if they let us get these achievements from it in its fractal version. Less than 10 days left of this dungeon and it’s very hard for me to find a group willing to go for said achievements.

Aether dungeon needs radical nerfing

in Sky Pirates of Tyria

Posted by: ghettogenius.9174

ghettogenius.9174

I wonder how the final boss encounter would play out if the barrages were triggered on a timer instead of Mai’s health. Say 5/10/15 mins with barrages of 20/40/60 seconds? This way the barrages are still there (and they get progressively harder) but it’s now more of a technical dps race since you still need to deactivate her shields. Maybe have her shields slowly regen so you cant just stack on her once they’re gone.

(edited by ghettogenius.9174)

Aether dungeon needs radical nerfing

in Sky Pirates of Tyria

Posted by: sonicwylde.2906

sonicwylde.2906

well … io have done it on multiple characters in multiple group configureations, and… have not yet completed this dungeon. 2 hours ont he final boss alone in this last one.
At this rate, I will never finish this dungeon.

Aether dungeon needs radical nerfing

in Sky Pirates of Tyria

Posted by: Arrow.4619

Arrow.4619

So far having completed it twice the only thing needing a good strong nerf is the golem pull in the fight with Frizz. They pull you into the center at the wrong moment and its instant downed. And they seem to pull a lot and because of the nature of the fight spend way to much time in the center of the room..

Nerf Shadow Arts condition cleanse. Gut the
Acrobatics trait line. Then sell it back
to them for $50. Brilliant! – ghost of P.T. Barnum

Aether dungeon needs radical nerfing

in Sky Pirates of Tyria

Posted by: Comicus.4036

Comicus.4036

I have now completed this dungeon,(with a pug group, and fair play to all of them for the good work). I have not enjoyed it and this is critical. After 5 days of trying for a couple hours each day, I was despairing. I had learnt the mechanics, I knew what to do, it just wasn’t working (shrug).
I reconfigured my pc earlier the day and boosted my (dual core) cpu performance by easing the loading on it. I should not really have to do this in order to succeed, but whatever. My point isn’t about how easy or how hard it is.

Anet say ‘is it fun?’ The player-base in this instance say ‘no it isn’t’. And this is not opinion! Why do I state that? Look in LA chat, look outside the entrance; where are the shouts for AR dungeon? Where are all the people looking for groups? Where are the masses of players we have seen queuing at other new instances? Nowhere!
People are completing this for story/achievement and then leaving it alone. It is not fun, it is not worthwhile (rewards are ‘meh’) and it is tedious at the end.

Aether dungeon needs radical nerfing

in Sky Pirates of Tyria

Posted by: GoldenTruth.2853

GoldenTruth.2853

Anet say ‘is it fun?’ The player-base in this instance say ‘no it isn’t’. And this is not opinion!

Yes, it is an opinion and yes, there are groups for it

Although the idea that the more people running something the more fun it is, is flawed. I doubt many would consider CoF path 1 the most enjoyable dungeon even if it is the most commonly run. It is simply run for it’s gold/time ratio (something that AR doesn’t do a great job of compared to CoF path 1. Though I consider this a flaw with CoF path 1 rather than a flaw with AR).

Alara Vesmir – Guardian
Tyr Sylvison – Warrior
Illyiah – Revenant

Aether dungeon needs radical nerfing

in Sky Pirates of Tyria

Posted by: Caradryan.1795

Caradryan.1795

I think this dungeon has a high degree of frustration intolerance.

As people wipe on dungeons, their abilities to play becomes somewhat diminished. Folks who are spending three or four hours and stuck at one thing might be better served to take a break and come back tomorrow with a fresh set of eyes – I don’t think it’s a lack of skill, but rather, if even one person in your group becomes vastly frustrated, I think it’s much harder to concentrate and do well as a whole.

Aether dungeon needs radical nerfing

in Sky Pirates of Tyria

Posted by: mandrew.6732

mandrew.6732

Maybe if they made an easier mode so you could enjoy what Anet has created without much effort and a hard mode for most of the achievments and high level rewards?

Aether dungeon needs radical nerfing

in Sky Pirates of Tyria

Posted by: HyJinx.4896

HyJinx.4896

the whole dungeon was way too easy nerfing the fast small laser is the most ignorant thing ive heard of … thats where the only challenge is in that fight… and they put out soo many boxes for you to jump over… hell i just walk through it no worries…

beat this dungeon as a warrior with an engineer buddy… duo for the win…
if anything this dungeon just needs to be upgraded in difficulty

only beat it twice now but dont really see a point in doing it again and again as the loot reward for doing it isnt quite there.

Aether dungeon needs radical nerfing

in Sky Pirates of Tyria

Posted by: HyJinx.4896

HyJinx.4896

and as far as that golem not taking damage just use condition damage when its not shielded and it will suffer the damage from it while it is shielded… keep that up and they will fall over dead easily

Aether dungeon needs radical nerfing

in Sky Pirates of Tyria

Posted by: Ojimaru.8970

Ojimaru.8970

and as far as that golem not taking damage just use condition damage when its not shielded and it will suffer the damage from it while it is shielded… keep that up and they will fall over dead easily

ZOMGWTF Condition damage finally being viable in a dungeon scenario! No wonder people are crying.

Aether dungeon needs radical nerfing

in Sky Pirates of Tyria

Posted by: Kaaboose.3897

Kaaboose.3897

Third phase of Frizz with golems pull and pushes make this dungeon impossible for casual players and you all know it. It’s not fun, challenging, or rewarding. It is downright unfair. Not every has class a good source of stability or condition removal. Nerf the golems pushing and pulling abilities is all thats needed for the dungeon to be good to go.

Someone is probably thinking learn to play/know the mechanics of the dungeon. I just want to say I DO.

Last Boss takes forever to do, their is no reason why it should be so time consuming. Just kitten shorten it?

If I see one more bring guardian/mesmer suggestion I’m going to lose it.

It is FUN for us and you ARE bad and WE know it.
Look I’m sick of people complaining about thoese golem pulls and not learning how to deal with them
Forget stability, Forget dodging Just PREPARE for them.
Don’t stand close to the center of the room because if you do you are ASKING to get pulled into the beams. STAY ON THE OUTSIDE of the room. That way if you get pulled it won’t be into the center and certain doom. Also STAY ahead of the beams and keep moving. If you just want to stand on top of a box with the first low lazer then expect to get pulled down.
Use the second phase (Slow large lazer wall) to get you group together. Stay on the OUTSIDE of the room and stay CLOSE to the the wall moving AWAY from you. If you get pulled and need to make up some distance use swiftness or move a LITTLE closer to the center of the room briefy.
For the final phase (Both Lazers) stay close to the slow moving wall (moving away from you.) When you see the faster lower wall closing in jump up onto a box, and JUMP towards it to fling yourself over it. If you get pulled while doing this you’ll be pulled right over the lazer and be just fine. Get back to the slow moving wall, dpsing on the move as you do.
Just keep following that pattern and you’ll have it done. Even if you’re the only one left alive.

Aether dungeon needs radical nerfing

in Sky Pirates of Tyria

Posted by: Kaaboose.3897

Kaaboose.3897

and as far as that golem not taking damage just use condition damage when its not shielded and it will suffer the damage from it while it is shielded… keep that up and they will fall over dead easily

ZOMGWTF Condition damage finally being viable in a dungeon scenario! No wonder people are crying.

Yeah! I lvoe all the advantages condi dmg has over direct dmg in here!

Aether dungeon needs radical nerfing

in Sky Pirates of Tyria

Posted by: LordByron.8369

LordByron.8369

yeah as Always aoe circles are completely bugged

You stand out of them WAY before they arrive you get hit anyway expecially lightning ones.

P.S. is not that changing class requirements is good design

Having condi/bunker OP here is like having GC OP in other dungeon…..just shows that we still don t have a balanced dungeon.

Is AR hard?
Not for bunkers
Is the rest of the game hard? not for OP GC builds

GW2 balance:
A PvE player is supposed to avoid a 1-2 second 1 shotting aoe.
A WWW player is considered uncapable of avoiding a 5,75 second aoe for half his health.

(edited by LordByron.8369)

Aether dungeon needs radical nerfing

in Sky Pirates of Tyria

Posted by: Xenlai.8694

Xenlai.8694

I think anet NEEDS to implement a Normal mode and a Hard mode for dungeons, similar to gw1. Rewards of course will be better in hard mode but this way both casuals and hardcore players can enjoy the content.

Aether dungeon needs radical nerfing

in Sky Pirates of Tyria

Posted by: skullmount.1758

skullmount.1758

The only thing I’d prefer to be nerfed is the speed of the lasers (at least the low laser) in 3rd phase and/or remove golem pull, and decrease Mai’s health just a bit. Other than those the dungeon is fine, I guess.
Fight with Mai (and usually Fizz) just takes too long with PUGs, which is all I can play with since I don’t have a guild to rely on.

Also this dungeon should be permanent with those kind of achievements (Faster than light, personal space, unfriendly skies), or they need to give us a lot longer than 2 weeks.

Darkhaven server
Please give us a keyring…

Aether dungeon needs radical nerfing

in Sky Pirates of Tyria

Posted by: sAdam.5876

sAdam.5876

My pug got wiped few times at Fizz’s lab. We didn’t get past him and although we didn’t win I liked every minute of that fight. It was different, hard(for me), but not boring. Truth, I don’t like golem pulls but it forces players to pay attention to surrounding (in which I fail miserably :P). Maybe other mechanic, some kind of snarr?

Aether dungeon needs radical nerfing

in Sky Pirates of Tyria

Posted by: skullmount.1758

skullmount.1758

My pug got wiped few times at Fizz’s lab. We didn’t get past him and although we didn’t win I liked every minute of that fight. It was different, hard(for me), but not boring. Truth, I don’t like golem pulls but it forces players to pay attention to surrounding (in which I fail miserably :P). Maybe other mechanic, some kind of snarr?

See thats the thing, you need to keep track of at least 2 things (3 if you count the lasers separately). I’m pretty sure most of us have enough trouble keeping track of the shorter laser, let alone try to watch the golems (especially if they’re on the other side of the large laser) for their animations.

Darkhaven server
Please give us a keyring…

Aether dungeon needs radical nerfing

in Sky Pirates of Tyria

Posted by: Ratty.5176

Ratty.5176

See thats the thing, you need to keep track of at least 2 things (3 if you count the lasers separately). I’m pretty sure most of us have enough trouble keeping track of the shorter laser, let alone try to watch the golems (especially if they’re on the other side of the large laser) for their animations.

A little note, you can always use the same 2 crates to jump the low lazer on the 3rd phase. It will always passes at set points due to it’s speed. SO if you work out which two they are (one is just past the entrance door). If you get to them you know you have to get up on them as the low lazer is just about to hit you.

Which gives you 1 less thing to keep your eye on.

Aether dungeon needs radical nerfing

in Sky Pirates of Tyria

Posted by: Pandabro.8743

Pandabro.8743

Awesome dungeon. Even as an underleveled necro (74) I was able to complete it, I love that it was not tuned to a certain DPS level but rather heavy awareness and understanding of mechanics.

Great job

My only complaint is that Aegis seems to be EXTREMELY powerful for the last fight, to the point where it’s basically required for the person who is soaking up the shadowsteps. We were having a lot of trouble getting past the first 25% of Mai, brought in a guardian and within 2 attempts we had it. Seems like she will almost one shot someone every time if you don’t have some access to aegis (I guess blind could work too).

But that’s minor and overall I had a great time in the dungeon.

Aether dungeon needs radical nerfing

in Sky Pirates of Tyria

Posted by: Ratty.5176

Ratty.5176

Awesome dungeon. Even as an underleveled necro (74) I was able to complete it, I love that it was not tuned to a certain DPS level but rather heavy awareness and understanding of mechanics.

Great job

My only complaint is that Aegis seems to be EXTREMELY powerful for the last fight, to the point where it’s basically required for the person who is soaking up the shadowsteps. We were having a lot of trouble getting past the first 25% of Mai, brought in a guardian and within 2 attempts we had it. Seems like she will almost one shot someone every time if you don’t have some access to aegis (I guess blind could work too).

But that’s minor and overall I had a great time in the dungeon.

The damage is related to the distance she travels and she always targets the person furthest away, if you keep tight she will not 1 shot people most of the time.

blind does work, so does rolling towards her when she points the gun at you apparently.

Aether dungeon needs radical nerfing

in Sky Pirates of Tyria

Posted by: Pandabro.8743

Pandabro.8743

Awesome dungeon. Even as an underleveled necro (74) I was able to complete it, I love that it was not tuned to a certain DPS level but rather heavy awareness and understanding of mechanics.

Great job

My only complaint is that Aegis seems to be EXTREMELY powerful for the last fight, to the point where it’s basically required for the person who is soaking up the shadowsteps. We were having a lot of trouble getting past the first 25% of Mai, brought in a guardian and within 2 attempts we had it. Seems like she will almost one shot someone every time if you don’t have some access to aegis (I guess blind could work too).

But that’s minor and overall I had a great time in the dungeon.

The damage is related to the distance she travels and she always targets the person furthest away, if you keep tight she will not 1 shot people most of the time.

blind does work, so does rolling towards her when she points the gun at you apparently.

Okay cool. That’s good to know for next time! Thank you.

Aether dungeon needs radical nerfing

in Sky Pirates of Tyria

Posted by: semiramis.7264

semiramis.7264

I didn’t have any particular problems with Fizz, but Mai’s fight has been the most infuriating fight in the game so far for me. Our team tried 3hours+ and we had to give up because we didn’t have time…this fight is boring and unforgiving, Horrik’s barrage lasts too long and definitely this isn’a fun fight….i wish they change it so that after the first barrage Mai doesn’t get her shield anymore and players can hit her as normal or she gets a nerf to her damage output. I’m really discouraged to try this dungeon again,and i hope Anet living story team will do something to make her easier(sorry for my bad english).

Aether dungeon needs radical nerfing

in Sky Pirates of Tyria

Posted by: Federlein.5690

Federlein.5690

We’ve been helping Randoms getting the “Unfriendly Skies” Achievment all day, has been really rewarding too
Message me or one of the top 3 in my team and aks for help if we’re online. We might have the time to help you

Attachments:

Aether dungeon needs radical nerfing

in Sky Pirates of Tyria

Posted by: iyumichan.6921

iyumichan.6921

random pugs arent the problem. scaled up pugs are but then again if scaled people are no good then why the scaling.

Aether dungeon needs radical nerfing

in Sky Pirates of Tyria

Posted by: Arrow.4619

Arrow.4619

Third phase of Frizz with golems pull and pushes make this dungeon impossible for casual players and you all know it. It’s not fun, challenging, or rewarding. It is downright unfair. Not every has class a good source of stability or condition removal. Nerf the golems pushing and pulling abilities is all thats needed for the dungeon to be good to go.

Someone is probably thinking learn to play/know the mechanics of the dungeon. I just want to say I DO.

Last Boss takes forever to do, their is no reason why it should be so time consuming. Just kitten shorten it?

If I see one more bring guardian/mesmer suggestion I’m going to lose it.

It is FUN for us and you ARE bad and WE know it.
Look I’m sick of people complaining about thoese golem pulls and not learning how to deal with them
Forget stability, Forget dodging Just PREPARE for them.
Don’t stand close to the center of the room because if you do you are ASKING to get pulled into the beams. STAY ON THE OUTSIDE of the room. That way if you get pulled it won’t be into the center and certain doom. Also STAY ahead of the beams and keep moving. If you just want to stand on top of a box with the first low lazer then expect to get pulled down.
Use the second phase (Slow large lazer wall) to get you group together. Stay on the OUTSIDE of the room and stay CLOSE to the the wall moving AWAY from you. If you get pulled and need to make up some distance use swiftness or move a LITTLE closer to the center of the room briefy.
For the final phase (Both Lazers) stay close to the slow moving wall (moving away from you.) When you see the faster lower wall closing in jump up onto a box, and JUMP towards it to fling yourself over it. If you get pulled while doing this you’ll be pulled right over the lazer and be just fine. Get back to the slow moving wall, dpsing on the move as you do.
Just keep following that pattern and you’ll have it done. Even if you’re the only one left alive.

Staying to the outside will not guarantee you the result you insist if will. That’s because the golems, sensibly enough, will take the most direct route toward you – through the center. Nearly every time I’ve been downed its because I’ve been pulled from the outside into the center by the golems. Also, I’m not sure what character you have but I cannot walk backwards fast enough to stay ahead of the golems and continuously attack them. Inevitably, I am either pulled to them or pummeled away from them (either way I can slam into a wall). If there are 2 of them left, then I’m often double pulled, and therefor double stunned and by the time I recover typically slammed by either the short fast wall or the slow tall wall – sometimes I get that really special moment where I’m double-pulled, and then slammed by both walls. Pretty much insta-defeat even for my 23K hp, soldier tough armored, ridiculous healing Ranger. But hey, thanks for the advice.

Nerf Shadow Arts condition cleanse. Gut the
Acrobatics trait line. Then sell it back
to them for $50. Brilliant! – ghost of P.T. Barnum

Aether dungeon needs radical nerfing

in Sky Pirates of Tyria

Posted by: Ardenwolfe.8590

Ardenwolfe.8590

Honestly, it depends on the group you’re with. So, let me tell you a story about what happened to me tonight.

Got a PuG, I know first mistake, and we entered. One guy almost immediately disconnects. We get as far as the cannon, everyone hides behind the tower, and the mobs start to come. I’m using group rezzes, and two forms of group heal, but people being people, decide to stand in those red circles anyway.

Everyone goes down except for me, and I attempt to rez someone. Mobs proceed to beat my behind. So, I back off and start to fight them . . . and I’m winning.

Group leader disbands the group in the middle of the fight. Says it’s a waste of time and blames me. In a PM, he tells me I’m the reason people are ‘kittens’ on the Internet.

I apologized for not being able to group heal everyone repeatedly, rez everyone while three mobs are beating on me, and DPS those mobs to death. Though, granted, I was doing the last part pretty well.

Yeah, that experience reminded me why I like to solo.

Again, the bottom line is this: This dungeon punishes though that are more apt to make mistakes in combat. It’s rather unforgiving in that regard. Don’t know if that’s good or bad, but people will be quick to point to someone else for their failings.

It is what it is.

Gone to Reddit.

Aether dungeon needs radical nerfing

in Sky Pirates of Tyria

Posted by: Mungrul.9358

Mungrul.9358

One thing that cannot be argued:
The laser barrier room does NOT promote teamplay.
Having more players and having to res them actually makes it harder, where having all players alive is of no benefit other than providing more DPS.
This isn’t team content.

Please note that due to restrictions placed on my account, I am only allowed 1 post per hour.
Therefore I may take some time replying to you.

Aether dungeon needs radical nerfing

in Sky Pirates of Tyria

Posted by: Calae.1738

Calae.1738

Third phase of Frizz with golems pull and pushes make this dungeon impossible for casual players and you all know it. It’s not fun, challenging, or rewarding. It is downright unfair. Not every has class a good source of stability or condition removal.

Some people take longer to solve problems then others. Giving up because you can’t solve it is the worst decision you can possibly ever make. This type of behavior transcends much farther than gaming or hobbies.

There will always be dispensers in Guild Wars 2 where you can just pop a button and get candy. I find it refreshing that the game is challenging me and daring me to tackle something difficult.

Aether dungeon needs radical nerfing

in Sky Pirates of Tyria

Posted by: GuzziHero.2467

GuzziHero.2467

I managed to PUG it today. Only one person knew the mechanics, but explained them. We all finished it first time.

We did wipe once to trash mobs, thats it.