(edited by Moderator)
Feedback on the new dungeon.
Thank you Anet for this dungeon.
Please…
Do NOT nerf it!
Never!
Amen!
Btw Toolkit still looks like a Bombkit
I wish they made it harder.
This is still way too easy.
They should NOT nerf this dungeon. It’s fine the way it is. It punishes Berserker builds who don’t know how to dodge, interrupt, do not know to equip invincibilities/cleansers. This makes them learn other game mechanics besides spamming 1, 2 and 3. Please keep it the same. It also forces players to try different things.
just did my first run and got 7 wipes on lasers… the pull skill on golems is too much for a small room with blind/lasers and 5-10 stacks of confusion spam not to mention stuns. If that room was bugger i’d have np but mall room like that with garbage camera of gw2 makes this much harder than it should
They should NOT nerf this dungeon. It’s fine the way it is. It punishes Berserker builds who don’t know how to dodge, interrupt, do not know to equip invincibilities/cleansers. This makes them learn other game mechanics besides spamming 1, 2 and 3. Please keep it the same. It also forces players to try different things.
o.O what world do you live in? zerker builds depend entirely on dodging/reflecting/etc….
I wish they made it harder.
This is still way too easy.
Yeah, it was somehow nice, but still too short and too easy. But at least better than the Canach crap …
There is no loyalty without betrayal. -Ann Smiley
They should NOT nerf this dungeon. It’s fine the way it is. It punishes Berserker builds who don’t know how to dodge, interrupt, do not know to equip invincibilities/cleansers. This makes them learn other game mechanics besides spamming 1, 2 and 3. Please keep it the same. It also forces players to try different things.
o.O what world do you live in? zerker builds depend entirely on dodging/reflecting/etc….
Have you seen most of the zerkers? So many of them do not even know the concept of dodging. Its ridiculous.
does anyone have a good strategy? I have tried numerous times, and fail at frizz every time. What buffs should I use, what cleansers? I enjoy the heck out of this game, and play everyday, but this dungeon is taking the fun out of it. I really want to complete this….I am a level 80 Norn Ranger. Can any one please give me some pointers so I can complete this story?
Its glitched ATM
They should NOT nerf this dungeon. It’s fine the way it is. It punishes Berserker builds who don’t know how to dodge, interrupt, do not know to equip invincibilities/cleansers. This makes them learn other game mechanics besides spamming 1, 2 and 3. Please keep it the same. It also forces players to try different things.
o.O what world do you live in? zerker builds depend entirely on dodging/reflecting/etc….
Have you seen most of the zerkers? So many of them do not even know the concept of dodging. Its ridiculous.
Then you have some really really dumb friends… the rest of us are over here timing our dodges to boss animations making toughness/vitality pointless stats…
I i totaaly agree. DO NOT NERF!!!
This is seperating the good players from the bad. Took my team 2 try at Fizz because we sidn’t know what was coming. But the next time we crushed it. So much fun.
Also great hearig all the QQ from all the “pro” players that say it is impossible and not worth a gold.
First run Kiel broke and we had to restart, and the second run took us about 45 minutes. Easy money! Can’t wait to get back in!
Thank you Anet for this dungeon.
Please…
Do NOT nerf it!
Never!
+1
Every new dungeon in Living Story gets better and better.
This is great and all, but the rewards mean that I’ll just go back to COE/other dungeons, and others will go back to cof.
|-Swiftpaw Sharpclaw [DnT]-|
Thank you Anet for this dungeon.
Please…
Do NOT nerf it!
Never!+1
Every new dungeon in Living Story gets better and better.
And every new dungeon in Living Story shares the same problem. ITS NOT PERMANENT.
Thank you Anet for this dungeon.
Please…
Do NOT nerf it!
Never!+1
Every new dungeon in Living Story gets better and better.
And every new dungeon in Living Story shares the same problem. ITS NOT PERMANENT.
These living story events are like periods man, they come once a month and they’re painful.
|-Swiftpaw Sharpclaw [DnT]-|
Thank you Anet for this dungeon.
Please…
Do NOT nerf it!
Never!+1
Every new dungeon in Living Story gets better and better.
And every new dungeon in Living Story shares the same problem. ITS NOT PERMANENT.
These living story events are like periods man, they come once a month and they’re painful.
LOL In that case I need a gw2 panadol.
They should NOT nerf this dungeon. It’s fine the way it is. It punishes Berserker builds who don’t know how to dodge, interrupt, do not know to equip invincibilities/cleansers. This makes them learn other game mechanics besides spamming 1, 2 and 3. Please keep it the same. It also forces players to try different things.
o.O what world do you live in? zerker builds depend entirely on dodging/reflecting/etc….
Have you seen most of the zerkers? So many of them do not even know the concept of dodging. Its ridiculous.
Then you have some really really dumb friends… the rest of us are over here timing our dodges to boss animations making toughness/vitality pointless stats…
I didn’t say these were my friends lol. Way to NOT read. Go and PuG and see how CoF P1 has decreased the overall general skill level of PvE players whom all pretty much wear zerker gear. Take a look at all the people QQing in Lions Arch and what they are wearing and wanting a nerf to the dungeon. Care to guess what armor they are wearing? Now that they have a dungeon they can’t do easily, they want a nerf.
All I’m advocating is that this dungeon NOT get nerfed as it teaches newer/unskilled players how to play rather than just afk auto attacking like a robot. This dungeon is fine the way it is. Good job devs, it’s great.
(edited by Pictures.8954)
They should NOT nerf this dungeon. It’s fine the way it is. It punishes Berserker builds who don’t know how to dodge, interrupt, do not know to equip invincibilities/cleansers. This makes them learn other game mechanics besides spamming 1, 2 and 3. Please keep it the same. It also forces players to try different things.
o.O what world do you live in? zerker builds depend entirely on dodging/reflecting/etc….
Have you seen most of the zerkers? So many of them do not even know the concept of dodging. Its ridiculous.
Then you have some really really dumb friends… the rest of us are over here timing our dodges to boss animations making toughness/vitality pointless stats…
I didn’t say these were my friends lol. Way to NOT read. Go and PuG and see how CoF P1 has decreased the overall general skill level of PvE players whom all pretty much wear zerker gear. Take a look at all the people QQing in Lions Arch and what they are wearing and wanting a nerf to the dungeon. Care to guess what armor they are wearing? Now that they have a dungeon they can’t do easily, they want a nerf.
All I’m advocating is that this dungeon NOT get nerfed as it teaches newer/unskilled players how to play rather than just afk auto attacking like a robot. This dungeon is fine the way it is. Good job devs, it’s great.
It’s still too easy, even if mechanics are interesting
I am by no means great, but the PuG I ran with didn’t have a lot of trouble. Granted I died on the laser boss because… kitten I’m bad at trying to keep up with the rotation and dodge. But we one shotted it still.
Wiped once on the last boss, but once we got the hang of the mechanics it wasn’t that tough. I actually think the laser fight is a lot less forgiving.
Overall it was pretty fun, so yeah leave it as is. Think it should be permanent dungeon, it’s at least as long as some of the exp modes.
Now that, THAT was a dungeon. That was probably the most fun I’ve had in GW2 and some of the most fun I’ve ever had in an MMO.
I have been so completely bored with this game and I had nearly lost interest, but my god, if they start doing more things like this….
Please do more things like this.
Please.
As an asura, I do this all the time.”
Just doing it now is there any point in doing it? I mean if the reward is garbage im just going back to COF. No point in doing something hard in this game without getting something good In COF’s case good money. SO yeah is it worth doing?
For the reward, absolutely not.
But if you would like a change from spamming 2 constantly, holding w for a while, and pressing f a few times, and maybe doing something entertaining for a change, then yes, the dungeon is worth doing.
Otherwise go back to pressing 3 keys for hours on end.
As an asura, I do this all the time.”
For the reward, absolutely not.
But if you would like a change from spamming 2 constantly, holding w for a while, and pressing f a few times, and maybe doing something entertaining for a change, then yes, the dungeon is worth doing.
Otherwise go back to pressing 3 keys for hours on end.
That’s actually fun, since theres no real end game. Farm for legendaries or WVW
It’s not a hard dungeon if you bring a bit of DPS, know how to jump and know when to dodge – which, by the way, would describe most dungeon runs. If it took you longer than an hour to do it the first time, please go back to your 1112 F1 1112 F1 CoF runs. It’ll spare the rest of us from having to carry the CoFers.
going back to COF. No point in doing something hard …
Ohhhh this is good. Good thread. yep heh heh… and what a perfect specimen too
Thank you Anet for this dungeon.
Please…
Do NOT nerf it!
Never!+1
Every new dungeon in Living Story gets better and better.
And every new dungeon in Living Story shares the same problem. ITS NOT PERMANENT.
In an interview I read (not so long ago) about the possibility to add those “not permanent dungeons” as fractals – this could be a magnificent idea.
Dungeon mechanics were kinda fun, but way too easy. Soloed the dungeon with my guard. To be said it took quite long because it was my first time in there, but still felt bit too easy.
Thank you Anet for this dungeon.
Please…
Do NOT nerf it!
Never!+1
Every new dungeon in Living Story gets better and better.
And every new dungeon in Living Story shares the same problem. ITS NOT PERMANENT.
In an interview I read (not so long ago) about the possibility to add those “not permanent dungeons” as fractals – this could be a magnificent idea.
Hopefuly They will, it would be enormous waste of resources if they delete this dung after 2 weeks. This is money ppl, every milemeter fo this dung is $$ spent by Anet to develop it
Dungeon mechanics were kinda fun, but way too easy. Soloed the dungeon with my guard. To be said it took quite long because it was my first time in there, but still felt bit too easy.
Want challenge ? Solo with a necro, not guardian/warrior
LOL, well at least your consistent, taken from 2 months ago:
“why would I do AC when I can do COF thats easy and good money. Im not wasting my time on something thats long and annoying and most of all dosen’t reward good money. I can get everything I want in COF tokens ectos from disechanting”
All dungeons should be a CoF p1 cakewalk -.-
The Warrior turns to the guardian and says, “Did you hear something?”
Guardian replies, “No, but how’d the elementalist die?”
wait, so he called it disenchanting? And did he really misspell it as well??
does anyone have a good strategy? I have tried numerous times, and fail at frizz every time. What buffs should I use, what cleansers? I enjoy the heck out of this game, and play everyday, but this dungeon is taking the fun out of it. I really want to complete this….I am a level 80 Norn Ranger. Can any one please give me some pointers so I can complete this story?
Unfortunatly, us rangers are getting the short end of the stick — again — with environmental dungeon encounters. Just set your pet on passive the whole fight, except for when the lazers stop momentarily to kill Frizz.
Keep it on topic guys, and for the people that say : " Its too easy " Well give some tips on making it harder but don’t forget this is a story dungeon and to compare them with other story dungeons this one is much harder.
My only “issue” with the new dungeon is that Mai Trin has too high health, or the cannons last for a very long time, either of those could be tweaked a bit, OR make the next phases of the fight slightly different, doing the EXACT same thing 4 times isn’t exactly engaging.
I like the dungeon, it took us a few tries until we realized how to make it through. Frizz was really nice, it forces players to focus on movement, combat and environment all at the same time. Mai Trin on the other side was too long or too monotonous; once you find out how to get rid of her shield you just have to repeat the same barrage after barrage… maybe having barrages at 66% and 33% instead of 75-50-25% would make it feel less tedious, or maybe adding different mechanics at 50% and 25% so you have to learn something new would make it more enjoyable.
Also, one of the key points for me, is that this dungeon requires team cooperation. I wish that future content goes in this direction.
As a bad point, rewards are not worth it, again. Tokens for new weapons somebody?
I dont dislike being a hard dungeon but i see a bad design being temporary content.
If you put a STORY dungeon only 2 weeks it should be easy-medium content that all players should complete to enjoy the end of a story where all missions were 1 player based.
If you want a hard dungeon content like arah or high level fractals it should be permanent at least, so the people have time to learn it to complete it.
I want hard content but i undestand people who made throught the Dragon bash story only doing 1 player quest based feel frustatred when they reach the end of the story because is a hard 5 players dungeon, they simple cant complete a story that until this moment was only 1 player.
I read many people post " if you want to know the end of the story watch a livestram or youtube video " but seriusly, when some average player have to do this is only mean how bad is this.
resume, yes to hard permanent content, no to hard story living temprary content to me.
And i wish that they stop to put more temporary content, the core game need much permanent improving that are being lost in resources for put temprary content for 2 weeks.
The dungeon is really good to be honest. It requires coordination and player skill to beat some fights. The enemies are ok, not too strong or too weak.
But there are some things annoying me:
- The last wave of golems. They can block everything for 5 seconds, and it stacks – if it had a shield and a wall hits it again, another 5 seconds shield appear.
Somehow, that is one of the reasons why people will not PUG to do this dungeon.
My suggestions are: reduce the shield time to 3 seconds; or do not let the shield stack
- Mai Trin has a pistol attack that deal around 10k damage, and you can’t dodge it. I think you can block it with a shield or aegis, but not every class have access to that.
My suggestion: let players dodge it, or reduce the damage to 4-5k
- Kiel is staying behind. We were just following the normal way, not skipping things or taking alternative ways. Yet, Kiel would not move until someone get there and guide her. I think she is bugged, she should be following us the whole time
- Mai Trin has a pistol attack that deal around 10k damage, and you can’t dodge it. I think you can block it with a shield or aegis, but not every class have access to that.
My suggestion: let players dodge it, or reduce the damage to 4-5k
mai’s attack is the teleport gun and dodgeing should work, she just has an endless windup animation and timing can be a bit hard, though I’m pretty sure I dodged it a lot yesterday without aegis left. once the projectile connects she ports to you and hits you for insane amounts of dmg, immediately followed by the attack which gives you 12 bleed etc.
dungeon was bearable imho, very CC heavy, as everything new has been for a while. extremely boring by now. seems the way to go is at least 3 guardians in every group, to get constant stability, so much for diversity. I had to switch to my guardian at frizz, as my mesmer without stability got constantly oneshot (pull into wall and instadown).
with guardian though it was rather easy, even soloing the last few golems (team got down as soon as the first wall appeared).
golems as well as mai both force/encourage players to go ranged (golems so you can kite and they don’t constantly walk into the wall; mai as she just hits like a truck in melee, though in a good group it could work). it’s a bit of a disappointment when fights are more or less forcing players to go ranged (or melee), both should be a real possibility, with different threats from the mobs.
couldn’t finish mai yesterday because my team kept going down during the cannon phases, and I’m not good enough to solo her. and ressing only works if another one is left to help ress.
in conclusion, I’m not really a fan of the new dungeon, it seems it was made to be annoying, not hard, by excluding classes/builds/weapons.
Dungeon is still bugged after trying it 3 times, not doing it again, fail dungeon is fail.
Just to add feedback here where devs might see my two copper’s worth.
In general, very good work on Aetherblade Retreat. The first difficult fight I REALLY like. There’s a good mix of dodging, strategy, and killing. The first group I went in on, we wiped several times before coming up with a strat that worked well enough for everyone. The second group I went in on, we did it with only one wipe. I ended up finishing that fight as one of the only two people on their feet and very nearly got the “don’t get hit” achievement. Even with the potential for the instakill, just keeping a couple of stun breaks ready deals with this beautifully.
The Mai Lin fight — this one is a different story. I actually like the main phase of it with her and the stacks. Really no problem with that. The dodging phase makes me rage at myself so hard. The first time I went in I had ZERO problems finding places to stand, dodging, etc. The second time we wiped over and over and over again, and very nearly every fusillade I died. I could find spot after spot after spot but finally I would run out of energy and get nailed. I cannot tell if there’s a strategy to the fusillade or not.
There is DEFINITELY a couple patterns, occasionally it’ll do a grid, or a + or something like that. Then there’s the random phase and I swear it focuses on someone. I think that’s why in the first group I had no problems — someone else was getting the pain and I wasn’t. Second time through I was getting dumped on more often than not. I wish that phase felt like more strategy than dumb luck with aoe placements.
And yes, I’m shuffling when I can and sidestepping, conserving endurance for the moments when I need it. I’m talking about moments when there is NO place to run — and yes that happens.
I will admit I enjoy the hearty “screw you!” to the Molten Facility people who would stand in the corner and avoid every red ring without even having to MOVE. I just would like perhaps a shorter fusillade phase and a few more gaps in the rings. Then I’d declare the place about perfect.
EDIT: Also from a reddit conversation, the high gloss floor in a light color and the red rings have extremely low contrast, especially with a few of the lighting angles. More distinction would be welcome here. Would be good to get your art department and your encounter department to coordinate a bit and find some aethetically pleasing and environment appropriate flooring that also let the red rings of doom stand out clearly. Additionally with so much overlapping, it’d be nice if there was some sort of decay visual on the rings. That is to say, there is a point after the ring is down and the cannon has fired where the ground is technically safe, but the ring persists. I think it might help to know when the duration is at 50%, 75% (and 100% being of course when the ring is gone.) Just a thought.
(edited by Remillard.8691)
that is one of the reasons why people will not PUG to do this dungeon.
I PUG everyday, always cleaned.
I don’t understand why PUG could not complete this dungeon.
We don’t need nerf.
(edited by Pihtt.4360)