Excelent content, however buggy

Excelent content, however buggy

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Posted by: Mirta.5029

Mirta.5029

Tested out the new dungeon yesterday. In total, if it wasn’t buggy it would be a very good experience and I believe that this can be a very good path to run in the future. To all of those complaining that it’s hard – it requires coordination, but is not hard. Every single boss design mechanic is quite simplistic, however deadly if people don’t work together.
- ooze part. Loved it. Took us ages to figure out how to not brute force it, but rather to synchronize and flawlessly beat it. The strategy that we decided on. 3 people run to the door, lure all elementals and dps them down to 10%. When that’s done two people luring the oozes come out and start pulling oozes at the same time. When both oozes reach halfway the DPS team finish the elementals off. There’s a nice amount of time between the elementals dying and them respawning (you have about 10-15 seconds) plus there’s only 6 of them at any given time. Took us a while to figure it out, but it was really fun.
- The boss combo. Once again we got stuck. We thought that ooze was poisoning us lol. Once again coordination is required, because the person with the ooze luring perfume on them has to keep on leading the ooze to the oil spots.
- second boss, nothing special. It fires the electric puddles, sure and with the boss doing his circle, sometimes you will get caught in it. Really this boss is the one with the least unique mechanic, therefore is a bit meh.
- third boss. Oakheart. This is where the fun begins.
It’s not the boss that is at fault, but please Anet, fix its glitches. So then what prevented my party from completing it:
1. The holograms would randomly stop spawning at all
2. The 100% of the floor would turn to electricity and this would never go away. And I do mean it. Sometimes it would require 3 full party wipes for it to go away. As in we would wipe, the boss would reset, but the floor wouldn’t.
3. Weird teleportation (and it wasn’t our internet). You know how the oakheart does the stomp that throws you into the air? Well similar thing happens, except there’s no animation of him doing the stomp and you get literally teleported for seemingly no reason.
4. The teleportation can teleport you into the area where the oakheart was previously looked up in. You know that electric pad? Well if you get teleported there you essentially die there instantly and noone can revive you back up.
5. But that works in the players advantage – a person still in oakheart room can get out of combat, allowing all of his mates to respawn and then immediately hit oakheart again. Oakheart does not reset that way and you get teleported back in. At the same time it can work in the opposite way. All people are dragging the holos to the oakheart, suddenly oakheart deaggros for no reason and starts healing.

In total a good update, but the last boss fight should be fixed

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Posted by: LeifChappelle.4069

LeifChappelle.4069

Designer

Thanks for the feedback!

I can address a few of these bugs:

  • Floor resetting: This is a side-effect of the boss not losing its armor upon wiping. As an additional note, you can explode a holo next to him at any time to reset the floors. Hope that helps
  • Weird teleportation: This one’s on me. Basically what’s happening here is that the teleportation is only supposed to kick in if you accidentally get yourself inside the Holopirate Generator’s collision (via a teleport skill etc). The teleport is a failsafe to prevent you from getting stuck. Unfortunately, the collision on these generators gets smaller once you destroy them, so the area you’re teleported from is now accessible to just running into it. I have a fix for this queued up for the next non-hotfix build. My apologies to those running into this!
  • Clockheart resetting: Right now there’s a few issues with the Clockheart resetting. They can be worked around, but a fix is incoming. After the fix goes in, the Clockheart will remove shielding & super charge & teleport back to the center platform as soon as a wipe occurs, ensuring future runs post-wipe will go exactly as planned.
  • Holograms not spawning: This seems to be a rare issue that we’ve noticed but haven’t been able to pin down the exact cause. We’re looking into it and will hopefully ironclad that issue from occurring.

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Posted by: Syncourt.5906

Syncourt.5906

VERY glad to hear a fix is already there and on its way for the teleportation bug.

This is my one and only rage in the entire dungeon. Absolutely love the rest of the mechanics! (first ooze room could do with a bit more damage resistance to players on the oozes being 9/10 classes use AoE attacks to deal thier damage, but other than that I love it)

(edited by Syncourt.5906)

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Posted by: LastShot.4762

LastShot.4762

  • Weird teleportation: This one’s on me. Basically what’s happening here is that the teleportation is only supposed to kick in if you accidentally get yourself inside the Holopirate Generator’s collision (via a teleport skill etc). The teleport is a failsafe to prevent you from getting stuck. Unfortunately, the collision on these generators gets smaller once you destroy them, so the area you’re teleported from is now accessible to just running into it. I have a fix for this queued up for the next non-hotfix build. My apologies to those running into this!

Lol, this one got me so many times while kiting clockheart/holo into each other, so glad to hear this is going to be fixed.

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Posted by: HELLruler.4820

HELLruler.4820

I’d like to point out another problem: the oil AoE have a red circle to mark where they are, but sometimes they don’t appear. Could that be checked?

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Posted by: GussJr.1643

GussJr.1643

I believe the red circle only shows up when they have been set on fire…

~COLLAMETTA~DELVANAI~

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Posted by: Lucky.9421

Lucky.9421

Thanks for the update Leif! Now that I know what is causing the teleportation, I think I can avoid it a little better.

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Posted by: Mirta.5029

Mirta.5029

The explanation of it all did help a lot. Now I know how to avoid most of the things bugging me while a fix is on its way
Now you see the floor wouldn’t be as bad and we would be able to reset him with holos I guess if it wasn’t the whole floor surface electrocuted, because when it is, you can’t even enter the room without dying. However now that I know what causes it I think I could manage to avoid getting to that situation in the first place

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Posted by: mjasa.5821

mjasa.5821

Thanks for letting us know of the coming fix. This was really ruining our run this teleportation around the generators. Otherwise liking this dungeon but hope this is the last we see of Scarlet

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Posted by: panzer.6034

panzer.6034

I’d like to see the Clockheart’s spinning gear AOEs get a red circle. Their area of damage can be too hard to see when there’s a ton of them and effects going off everywhere.

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Posted by: curtegg.5216

curtegg.5216

One really weird bug I’ve experienced in the dungeon (not in other dungeons or fractals), is when I dodge my camera angle all of a sudden shifts about 120 degrees for no apparent reason. It only happens in this dungeon and only when I dodge.

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Posted by: Eowin Of Rohan.2619

Eowin Of Rohan.2619

Hi,

I really love the new path too. Nice mechanics, nice bosses, nit fights, nice landscape.
However, there are a few things that need to be reviewed :

a) End boss. Too much luck involved. I’m not complaining about it being too hard to learn mechanics : I’m ok with them. Finished the dungeon once yesterday with my ranger. But today I try to do the same with my mesmer (so that I get meta achievement on my other account) : more than 2 hours fighting the end boss, for no reward because the guy who started the dungeon left.
Not because it is too hard or even we didn’t master the mechanics (before the 1st 2 wipes we did bad, but seriously after them the team was nice : boss was most of the time without shield, we were always pulling holograms to him …). But he has some combos that are a bit too unfair, sometimes inescapable. Being trown to 2-hours-spining-metal is one of them. Having the same spinning metal thrown to you when you are downed … and most of the time when he gets to 5%hp he will down everyone at once.
*There are probably ways of making this a bit less unforgiving/luck-tied, while not completely nerfing the difficulty. For example *
- Spinning metal could disappear earlier. They really feel like they last for 2 years. If a teammates is killed by one of them, he can’t get up, and we can’t rez him for a long part of the fight.
- Remove damage off the 5-knockbacks attack. The knockbacks are powerful enough w/o dmg and we have to be careful not to be in a position that would let this attack thrown us to electric fields.
- Have the boss attack living people as a priority, not throwing spinning metal to downed people. (he could also avoid throwing spinning metal to the platforms that we use to escape electric fields)
- This idea probably goes too far but I’ll tell it anyway : remov the reset mechanics off this boss.

I know that all 4 above ideas are about things that may be avoided by good players, but implementing one of these things would make the boss less unforgiving, and wouldn’t ruin his difficulty and nice design. I’m not talking about necessarily implementing all 4 of them : just choose 1, 2 or 3 out of them :-)

b) Old TA path : the new path is very nice, but it uses a new map, so there is not even a need for room. I really don’t understand why the old path had to be removed. I read the thread about this question, read Anet’s arguments … but still : Anet seems to think that removing a path somewhere in the game was necessary in order to make the new one. Why ?
If it’s an issue with the Dungeon Master title, there would have been 2 solutions : (a) not include the new path in the achievements, (b) add it as a 4th TA path (just like Arah) and update dungeon completion achievements for those who already had the title (= what has been done for Diving Goggles achievement when the 38th ones where added to the game). Those guys (including me) will still have the new achievement category to do …
It may have been a least played path in the game, but some of us liked it. What’s the point of removing existing content when you add new content ?

Eowyn

(edited by Eowin Of Rohan.2619)

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Posted by: Braghez.7529

Braghez.7529

a) End boss. Too much luck involved. I’m not complaining about it being too hard to learn mechanics : I’m ok with them. Finished the dungeon once yesterday with my ranger. But today I try to do the same with my mesmer (so that I get meta achievement on my other account) : more than 2 hours fighting the end boss, for no reward because the guy who started the dungeon left.
Not because it is too hard or even we didn’t master the mechanics (before the 1st 2 wipes we did bad, but seriously after them the team was nice : boss was most of the time without shield, we were always pulling holograms to him …). But he has some combos that are a bit too unfair, sometimes inescapable. Being trown to 2-hours-spining-metal is one of them. Having the same spinning metal thrown to you when you are downed … and most of the time when he gets to 5%hp he will down everyone at once.
*There are probably ways of making this a bit less unforgiving/luck-tied, while not completely nerfing the difficulty. For example *
- Spinning metal could disappear earlier. They really feel like they last for 2 years. If a teammates is killed by one of them, he can’t get up, and we can’t rez him for a long part of the fight.
- Remove damage off the 5-knockbacks attack. The knockbacks are powerful enough w/o dmg and we have to be careful not to be in a position that would let this attack thrown us to electric fields.
- Have the boss attack living people as a priority, not throwing spinning metal to downed people. (he could also avoid throwing spinning metal to the platforms that we use to escape electric fields)
- This idea probably goes too far but I’ll tell it anyway : remov the reset mechanics off this boss.

You practically asked to remove everydamage source of this boss lol.
Spinning metal is nice like that, it’s an actual mechanic to cripple the players by reducig the aviable zone they have, plus it’s realistic…it atks far off people with them and he tends to finish almost dead guys like everuthing with a bit of intelligence would do.
Knockbacks aren’t punitive at all, al long as you don’t face the electric field in the mid, removing their damage would be removing a big sourse of his melee dps since his melee normal atk suck balls.
Boss to atk living ppl, hell no as i stated above…this is a plus of gw2.
Remove the reset mechanic , holy moly kitten bacon cupcake NO…they even removed the respawn during a fight, removing the reset from a boss would be so..idk even how to describe it.

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Posted by: Flameseeker.1563

Flameseeker.1563

Regarding resetting the boss we found a couple bugs, this happened to us when 4 of us died and the last 1 broke combat and didn’t leave the room.
1) floor didn’t reset so we started the fight with only 1/2 of the room to walk
2) one time holos didn’t appear

On 2nd case we tried to brute force the fight, we were new and didn’t knew what triggered the electric floor, so using DS and other invulnerability skills to bypass the wipe attack we got him to 50% until we wiped out.

With 2-3 men (party leader was too tired and died on the first slam and another party member apparently didn’t knew how to dodge) we almost could have done it but unfortunately we didn’t finish it.

About the holos spawn could you please make some small fixes:
1) don’t appear in electrified areas (even using grasp necro skill sometimes it seems they get stuck midway)
2) lower their attack range so they follow you more closely instead of just swapping targets and remaining in the same place

Also is it intended for the boss spinning thingy aoe to stay so long?
It seemed as the fight got dragged on the whole floor was getting more and more of them. Is that another timer for us to get it done within a time limit?

All in all i like the fight it’s just a pity i will have an hard time getting a pug to actually get it done.

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Posted by: SuLor.2840

SuLor.2840

after a party wipe, the holograms stopped spawning making the dungeon impossible to complete. Sad party here

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Posted by: EDEN.2061

EDEN.2061

I would like to report another bug I have encountered several times.
During the boss fight against Slick and Spark we have to kite the ooze to the oil pads that spawn on the ground.But occasionally the ooze may decide not to suck the oil it comes across and the group wipes when it happens too often in a short period of time.

(edited by EDEN.2061)

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Posted by: Syncourt.5906

Syncourt.5906

2) lower their attack range so they follow you more closely instead of just swapping targets and remaining in the same place

It was annoying at first until you remember that there are a number of skills in the game you can use to draw them closer to the boss. As soon as we swapped in a bunch of skills (pulls, knockbacks, fear) we simply wiped the floor with the boss.

Reducing thier range would pretty much ruin the unique aspect of this fight.

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Posted by: anzenketh.3759

anzenketh.3759

Hi,

- Spinning metal could disappear earlier. They really feel like they last for 2 years. If a teammates is killed by one of them, he can’t get up, and we can’t rez him for a long part of the fight.
- Remove damage off the 5-knockbacks attack. The knockbacks are powerful enough w/o dmg and we have to be careful not to be in a position that would let this attack thrown us to electric fields.
- Have the boss attack living people as a priority, not throwing spinning metal to downed people. (he could also avoid throwing spinning metal to the platforms that we use to escape electric fields)

Not saying they should implement these however more appropriate tweaks would be the following:

1.) They do last a while I would agree slightly increase the despawn time would be nice however I duno if it is necessary as I think it is by design to have it be there for a long time. My problem with it that it adds tormet on top of cripal and bleeding. Removal of tormet would be nice.

2.) This is by design. It is a punishment for not dragging the halo within 30 ticks(Max Buff limit). A proper tweak would be to increase the max buff limit to 45 or 60.

3.) This is part of the argo table. Use it to your advantage.

In Game: Storm Bluff Isle — Anzz, Anzenketh Kyoto

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Posted by: Syncourt.5906

Syncourt.5906

I just wish AoE on downed players wouldn’t hurt them. Only interrupt them every second or 2 to keep them from reviving themselves while the AoE persists.

Damaging other players who try to revive them is fair enough. But I don’t see the use in having a downed system when AoEs just get dropped on top of them and kill them anyway.

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Posted by: goldmagistrate.2601

goldmagistrate.2601

Is there going to be a fix for the oils Slick shoots at the walls?
Cant get an ooze to clear up an oil spill on the wall

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Posted by: DownPour.5903

DownPour.5903

Had a bug with ooze getting stuck sucking the same oil, but nothing happened. It just stood there, showing animation but doing nothing for minutes.

Desolation

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Posted by: Flameseeker.1563

Flameseeker.1563

2) lower their attack range so they follow you more closely instead of just swapping targets and remaining in the same place

It was annoying at first until you remember that there are a number of skills in the game you can use to draw them closer to the boss. As soon as we swapped in a bunch of skills (pulls, knockbacks, fear) we simply wiped the floor with the boss.

Reducing thier range would pretty much ruin the unique aspect of this fight.

I do know of those skills and it was fun to actually use spectral grasp in combat, we laugh so hard when we necros were chaining it to bring those that spawned on the other side of the room, the only problem is the hitboxes.
For example the bosses throw sends you flying through the buildings, sometimes even towards the middle of the room through the walls, but if there’s a speck of dust in the middle of our pulls the mob just alts midway.

We failed some of the times because of corners or the surrounding buildings just barely being on the line of sight that’s why i suggested a slightly lower range.
I know that the pulls/pushes have limitations due to exploits but it gets annoying when the failure isn’t exactly our fault.

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Posted by: whyme.3281

whyme.3281

Im not sure if this is a bug or not, but is it intended, that clockheart is easier to melee than to kill at range. because he dont use all of his skills (the stong ones) if the party is melee.

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Posted by: Walhalla.5473

Walhalla.5473

2) lower their attack range so they follow you more closely instead of just swapping targets and remaining in the same place

It was annoying at first until you remember that there are a number of skills in the game you can use to draw them closer to the boss. As soon as we swapped in a bunch of skills (pulls, knockbacks, fear) we simply wiped the floor with the boss.

Reducing thier range would pretty much ruin the unique aspect of this fight.

This.

One thing I really like about this fight is, that control skills aren’t freaking useless. In fact, they help you a lot here and it is much more fun to chain pull the poor hologram to the clockheart, than just… you know, kiting the slow clockheart to the walking bombs.
The range they have is perfect.^^

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Posted by: Flameseeker.1563

Flameseeker.1563

Im not sure if this is a bug or not, but is it intended, that clockheart is easier to melee than to kill at range. because he dont use all of his skills (the stong ones) if the party is melee.

I think it’s working as intended.
He has “devastating long ranged attacks” or something like that so melee should make it easier. Still you have to know how to dodge when he slams the ground (not that hard, pretty obvious and slow animation) or you’ll basically be instant downed. There’s also the grab/throw attack that can end you on the other side of the room or worse, in the middle of aoe.

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Posted by: Anen.1742

Anen.1742

after a party wipe, the holograms stopped spawning making the dungeon impossible to complete. Sad party here

Same thing here So we killed a generator by hand (10 minutes) but nothing changed.

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Posted by: Bolita.2071

Bolita.2071

We were another party who got to the holo room and couldn’t complete it because the holos eventually didn’t spawn at all. Hours of figuring the dungeon out went completely down the drain with so very little to show for it. NOT a happy party.

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Posted by: aspirine.6852

aspirine.6852

Excellent content? Another instanced dungeon is excellent? It’s crap that’s what it is.

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Posted by: Shpongle.6025

Shpongle.6025

very buggy indeed

oakheart encounter needs fixing, those generators that teleport your whole screen around around if u run into the front of the generator are annoying

spur also needs a lot of fixing

and the oakheart is way too hard for casual groups

Are you Shpongled?

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Posted by: Walhalla.5473

Walhalla.5473

Oakheart isn’t really too hard. Indeed there are some bugs they need to fix, like the generator teleport stuff. But if you understand the Oakheart, it is not too hard.

And Spur needs fixing? Why?

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Posted by: rsq.3581

rsq.3581

My party just encountered a bug where after we killed Clockheart we couldn’t leave the boss room. Every time we tried to go out the door with Caithe we would be ported back to the entrance to the boss room.

Considering we were grouped to get Above and Beyond, it was pretty frustrating.

Salphir | Salfir | Falana
jo0 Binder

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Posted by: Mirta.5029

Mirta.5029

Excellent content? Another instanced dungeon is excellent? It’s crap that’s what it is.

There wasn’t a single permanent new dungeon path until now. As a person that likes running dungeons I’m very happy to see something new there. If dungeons are not your style, then fine, however I personally would want more new paths, because after a year the old ones get boring.