Another feedback/suggestions thread

Another feedback/suggestions thread

in Twilight Assault

Posted by: Qin.7325

Qin.7325

First attempt of Twilight Assault last night (completed)
Time (8:30pm – 1:30am)
I played as a mainly zerker guardian, ruby orbs, (2500 armor, no extra vitality unless from traits)
and with guild members on ventrilo with the help of guild chat and gw2dungeons.net guide in addition to dulfy guide

Team composition
- 2 guard
- engi/nec
- rang
- war
—-
If the goal of Twilight Assault was to be end game,
exclusive to: deserving dungeon master / liadri killer / 5min cof p1 clearer / fractal 48+ runner / related
Or
simply a dungeon that requires a somewhat steep learning curve
(ex: trial and error, time investment, practice, repetition, etc.)
and/or proficiency in direction following

I believe the developers did a great job
otherwise…

Note on average player skill of my group members
- have not been able to survive arah lupicus 100-0
(uncomfortable with arah in general)
- gave up on queen’s gauntlet before beating first tier boss (the light lady)
- lack of crit rate, crit damage, and effective use of damage/weapon/utility combos
in general (ex: range weapon when it’s safe to melee and ineffective “play style”)
- often inferior to random public dungeon groups
(struggle on AC gravelings and TA Vine boss, etc.)
Also Note I love those guys, we started gw2 together, I would run dungeons with them over speed clear or public groups any day
—-
Suggestions to make Twilight Assault more friendly to the “average player” of similar proficiency of gameplay knowledge and skills as mentioned above
(or to leave original dungeon as “normal mode” and have the below as “infant/easy mode” described below)

At Beginning
- reduce health of hounds

Ooze Escort (any if not all of these)
- make ooze allied so it can receive boons, heals, and not 1 shot unsuspecting party members when they have the ooze buff up (pheromone buff)
- increase respawn time of fire elementals by 2x and/or prevent them from killing ooze at ooze spawn point
- make ooze buff reset to full duration when spamming the flower and/or increase buff duration in general

Way to Slick and Spark
- reduce health of bosses
- reduce amount of oil and/or increase ooze rate/speed of oil consumption
- increase duration of ooze buff and to 1 player only before going to another,
not 2-3 players at a time

Way to Foreman Spur
- reduce health of Spur
- remove projectile reflect from windy area and/or axe spin
(unless point is to use non-projectile weapon, I used guardian sword the whole fight and was fine)

Electricity Puzzle
- remove negative charge (which means allow jump on pillars by “force”)

Freeing the Clockwork Oakheart
- reduce damage taken from exploding holograms to human players
(unless point is to not use full zerker gear which means I was doing it wrong /cries)

Clockwork Oakheart
- fine the way it is

Thanks for the new content
I can’t see myself going back in there unless it gets “easier” though
(it was optional content anyways so that’s not a problem)
surprised I was even determined enough to do it at all after hearing how long it took and unrewarding it felt for others with the exception of “first time clear”


Lastly… (somewhat off topic)
- make twilight assault skins an option when trading dungeon tokens for twilight arbor weapons (increase tokens needed if at all necessary)
or better yet, make weapons (in general) and have the option to be dyed (because twilight assault weapon skins are just a color change right?)

But wait… that would make super adventure box green and yellow weapons not as rewarding?
Make the handle or non-color effected area have the dye effect while leaving default blue, green, or yellow versions.

Another feedback/suggestions thread

in Twilight Assault

Posted by: WilliamDaBloody.2591

WilliamDaBloody.2591

You are basically requesting to remove all mechanics that you ignored, no wonder you had such a hard time.

Another feedback/suggestions thread

in Twilight Assault

Posted by: Qin.7325

Qin.7325

You are basically requesting to remove all mechanics that you ignored, no wonder you had such a hard time.

did not expect my post to turn out that way
no mechanics were ignored
some that I request for removal could be for an easy mode version if allowed

hard time was the result of inexperienced and mostly unskilled group
vs. new and challenging content

request made in hopes of an easier time for replayability if desired
if nothing changes, that’s fine because my group got it done and won’t need to ever do again

that and most gw1 weapons could be dyed, it’s a shame gw2 weapons can’t

(edited by Qin.7325)

Another feedback/suggestions thread

in Twilight Assault

Posted by: Nilkemia.8507

Nilkemia.8507

Better idea: Never make a path like this again. And do not remove previous paths for no good reason.