TA Aether Path - What could they have done...

TA Aether Path - What could they have done...

in Twilight Assault

Posted by: Teege.4623

Teege.4623

Since there’s over a page worth of bug threads relating to this dungeon we’ll leave that for them to discuss. Let us look at the rewards; is it enough incentive? (yes, individual mileage varies)

- Empyreal fragments (personally don’t need because I’m not crafting anything ascended, but people can farm/grind the dungeon for them)

- Rare variants of the Nightmare weapon (can live without this. anybody know the drop rate?)

- Back-slot item (don’t need and is another recycled reward)

- Miniature of the final boss (don’t need and is another recycled reward)

- Achievement Points (for the portion of the player base infected with APgrinditis)

Lastly, let us discuss what they could have done differently with the dungeon and don’t forget to add constructive criticism!

“We just don’t want players to grind in Guild Wars 2.” -Colin Johanson
Don’t support the Gem Shop, it’s that easy.

TA Aether Path - What could they have done...

in Twilight Assault

Posted by: Teege.4623

Teege.4623

Nobody? Bueller? I hear some folks suggest fixing some of the mechanics. Such as?

“We just don’t want players to grind in Guild Wars 2.” -Colin Johanson
Don’t support the Gem Shop, it’s that easy.

TA Aether Path - What could they have done...

in Twilight Assault

Posted by: Zenyatoo.4059

Zenyatoo.4059

1. Trash packs:
Less silvers. Seriously. Anet. Silver monsters are NOT fun. I havent met a single person who wouldnt prefer 2 veterans for every silver monster (or even like 3 normal monsters for every silver monster)

The aetherblade themselves are just kind of obnoxious, but I guess that’s kind of whatever. The strikers getting to use the scepter skills and static field is a little strong. But it’s not that important.

2. Ooze:
If the ooze were allies this would be better. I understand that it’s part of the difficulty, but the oozes should be made allies, and then if needed nerf their hp. A lot of the traditional skills that many classes would bring here are absolutely useless. An ele cant do much to help the ooze if it’s near an elemental. If it was an ally we could slow the attackers with impunity, we could give it reflection, we could heal it, ETC. The same is true for other classes. Essentially, keeping it as an enemy limits class choice to… well, guardians and thieves, as they’re the ones who can place non-damaging reflect walls to safeguard the ooze.

Clockwork terror:
This wasnt in our path. No idea why. Bug? Or just weirdly locked out content? Dunno, but it might need a change.

Slick/Sparki:
Fine. Literally 0 problems with this.

Security room:
Not that great. I basically had to solo it because no one else could even pretend to do it. Mist form + shield was basically the only way to get to the pads without getting hit by the lightning.

holoprojectors:
These shouldnt tele you when you touch them after they’re blown up. Not disastrous, but it can screw you in the final boss

Final boss room:
The floor here is dumb. As far as I could see there was no way to turn it off, and if you were anywhere near the center you pretty much could not make it back to a pillar in time (and this is as a pvt ele with heals out the kitten)

Final boss himself:
Fine. Well… he’s fine in the sense that he’s really easy, but his mechanics are quite bleh. We just melee’d him, he went down to 50% he started to stack his thing, we just moved away from him, tanked it out (only 1 person has to be in range of it, and I just mist formed it out) and then went back to melee’ing him. The floor did more damage to us than him, and it’s a little odd that the easiest/fastest way to do it is to just ignore his main mechanic.

The dungeon isnt bad. But I wouldnt want to run it with a PuG again.

TA Aether Path - What could they have done...

in Twilight Assault

Posted by: Nilkemia.8507

Nilkemia.8507

Better yet, blow up the entire path and bring back the old one. Better a path with only the last boss being a pain rather than a path where everything is a pain.

TA Aether Path - What could they have done...

in Twilight Assault

Posted by: clint.5681

clint.5681

Path was mad annoying in the two pug lfg parties i was in earlier. Didnt get past the first boss but that was only a few hours after it came out so hopefully its better tomorrow.

Rangir Dangir – Ranger | Mr. Ragr- Guardian| Sneak Stab – Thief | Mr. Ragir- Warrior
[url=https://] [/url]

TA Aether Path - What could they have done...

in Twilight Assault

Posted by: DavyMcB.1603

DavyMcB.1603

You have to explode holopirate at the boss when he starts using shield. That will blow the shield off, prevent buffs tacking and the floor from being charged.

TA Aether Path - What could they have done...

in Twilight Assault

Posted by: Silmea.5709

Silmea.5709

I can agree with the fact that some things in the dungeon are really hard to do without the proper team like the oozes. You can’t knocked them back like a normal ennemie but you can fear them. We had to fear them to the end to make sure that the scrubs wouldn’t kill it. Scrubs that can chain immobolize if they are 2 or 3 on the same target. And the fact that you can’t block for the Ooze makes it annoying…

The security room was easy to do if you understands how it works. Even I as ranger good easily get trough the end when I saw the pattern on the floor. I even had to lead the mob to the panel because he wouldn’t switch aggro to my teammates.

I must agree that the final boss is easy to kill but he’s mechanics like his big attack are hard to survive if you can’t tank the damage. As ranger I would die instantly when he was at 25%. We had to do the boss again 2-3 times because we couldn’t get the shield down.

The dungeon in a hole is enjoyable you just need to understand all the mechanics.

I can agree that the rewards are useless…I had no rares, no high tiers materials… Just the gold and achievement points are great.

The first time is always hard but that does not mean that we have to bring the old ones back. After a while this new path will be as easy as path fwup(with the tree with spiders at the end) in the old TA

hmm a dungeon? let’s run it, dungeonrunning team

TA Aether Path - What could they have done...

in Twilight Assault

Posted by: Astralporing.1957

Astralporing.1957

The first time is always hard but that does not mean that we have to bring the old ones back. After a while this new path will be as easy as path fwup(with the tree with spiders at the end) in the old TA

Considering that fwup was seriously bugged in it’s last fight, and “easy” only if you used some sick gimmicks, that’s hardly an encouragement.
Most likely after the hype goes down, it will be done about as often as post-bug fwup, though, so i guess we partly agree here.

Actions, not words.
Remember, remember, 15th of November

TA Aether Path - What could they have done...

in Twilight Assault

Posted by: Silmea.5709

Silmea.5709

The first time is always hard but that does not mean that we have to bring the old ones back. After a while this new path will be as easy as path fwup(with the tree with spiders at the end) in the old TA

Considering that fwup was seriously bugged in it’s last fight, and “easy” only if you used some sick gimmicks, that’s hardly an encouragement.
Most likely after the hype goes down, it will be done about as often as post-bug fwup, though, so i guess we partly agree here.

I know that fwup was bugged at the final boss but it wasn’t before. At the beginning I runned a lot of TA and died a lot against the 3 knight nightmare groups and that was the hard part. I know it’s not the best example of path but I just mean that you can fail at the beginning after the release of a new dungeon but that does not mean we need to blame anet for that. Try and error, everybody will succeed after a while. might be frustrating and discouraging but with friends or guildies you can play with makes it a lot more funny

hmm a dungeon? let’s run it, dungeonrunning team

TA Aether Path - What could they have done...

in Twilight Assault

Posted by: haviz.1340

haviz.1340

After 2 weeks, once they lower tokens and empyreal fragments rewards, the rewards will not be enough. You can do 2 arah paths in the same time getting almost 7g.

TA Aether Path - What could they have done...

in Twilight Assault

Posted by: Heinel.6548

Heinel.6548

2. Ooze:
If the ooze were allies this would be better. I understand that it’s part of the difficulty, but the oozes should be made allies, and then if needed nerf their hp. A lot of the traditional skills that many classes would bring here are absolutely useless. An ele cant do much to help the ooze if it’s near an elemental. If it was an ally we could slow the attackers with impunity, we could give it reflection, we could heal it, ETC. The same is true for other classes. Essentially, keeping it as an enemy limits class choice to… well, guardians and thieves, as they’re the ones who can place non-damaging reflect walls to safeguard the ooze.

I’m sort of on board with this… until you mentioned projectile walls as a counter argument. Ele has the best projectile wall (swirling winds). Maybe it’s time to use something other than staff and D/D?

“… but I hate the idea ‘It may not make sense at first’.
I want it to make sense right away, then another sense later. Murkiness =/= quality "
- CCP Abraxis

(edited by Heinel.6548)

TA Aether Path - What could they have done...

in Twilight Assault

Posted by: PopeUrban.2578

PopeUrban.2578

2. Ooze:
If the ooze were allies this would be better. I understand that it’s part of the difficulty, but the oozes should be made allies, and then if needed nerf their hp. A lot of the traditional skills that many classes would bring here are absolutely useless. An ele cant do much to help the ooze if it’s near an elemental. If it was an ally we could slow the attackers with impunity, we could give it reflection, we could heal it, ETC. The same is true for other classes. Essentially, keeping it as an enemy limits class choice to… well, guardians and thieves, as they’re the ones who can place non-damaging reflect walls to safeguard the ooze.

I’m sort of on board with this… until you mentioned projectile walls as a counter argument. Ele has the best projectile wall (swirling winds). Maybe it’s time to use something other than staff and D/D?

necros can blind + fear effectively neough to do this just fine. Warriors can stun/knockback.

Honestly there isn’t a class in GW2 that doesn’t have enough CC to do this.

Guild Master – The Papacy [POPE] (Gate of Madness)/Road Scholar for the Durmand Priory
Writer/Director – Quaggan Quest
https://www.youtube.com/watch?v=ky2TGPmMPeQ