9/25 Post patch Cof
You are supposed to bring at least one, better 2 guardian, a healer and a combo field/debuffer job. If you can not do that, then Dungeons are not made for you and you have to just find something else to do as endgame.
These dungeons are supposed to be HARD… hard to find a party for.
/sarcasm
(edited by Skyrant Kangaroomouse.7458)
You are supposed to bring at least one, better 2 guardian, a healer and a combo field/debuffer job. If you can not do that, then Dungeons are not made for you and you have to just find something else to do as endgame.
These dungeons are supposed to be HARD… hard to find a party for.
Oh so you know what we had in party and our gaming experience? Mind if i get some stock tips?
Also, mandatory professions in dungeons, as stated by ArenaNet, was a No No and WOULDN’T be in their game.
(edited by Evil.9061)
So… we’re forced to bring a specific class to tank, forced to bring a healer, and a cc. lol.. back to same old game format
You are supposed to bring at least one, better 2 guardian, a healer and a combo field/debuffer job. If you can not do that, then Dungeons are not made for you and you have to just find something else to do as endgame.
These dungeons are supposed to be HARD… hard to find a party for.
Funny, I thought the point of this game was to break that tradition. Back to the drawing board.
You are supposed to bring at least one, better 2 guardian, a healer and a combo field/debuffer job. If you can not do that, then Dungeons are not made for you and you have to just find something else to do as endgame.
These dungeons are supposed to be HARD… hard to find a party for.
/sarcasm
The new trinity, Damage, Guardian, Boulder… If it weren’t so frustrating it would be funny.
I was being sarcastic, but i guess my last sentence was not hint enough.
The Dungeons are only hard because it will be hard to find a party to do them since you really want some specific classes or just die a lot.
EXAMPLE: CM has a ton of ranged mobs, with a guardian and their Shield ability that blocks ranged attacks (no idea about the name) the dungeon becomes trivial.
Without a Guardian the Dungeon is a royal pain in thekitten takes about 5 times as long to finish and involves a lot of dying.
Yeah, so much for not having mandatory professions in dungeons.
No I got your sarcasm, I was agreeing. Thus the frustration. :/
Kind of annoyed that after all this talk of “all classes can perform all roles” part of our regular group is having to re-roll guardian.
Also annoyed that one full role (control) is being basically handed over to an environmental weapon, you know… because:
- Unlike players boulders seem capable of controlling bosses
- Boulders don’t have cooldowns
SpongebobIt’s not just a boulder. It’s a rock!
Finally, I find it very telling that people don’t even feel safe posting problems they see with the game around here because someone is going to rampage on them for being a bad gamer. It really speaks volumes about the community unfortunately.
I’m sorry you thought I was bashing your post, I wasn’t. I’m more sorry though, that doing so has become typical on these forums.
I hesitate to post anything here anymore, and can understand why you felt that I was bashing your post.
Hope you have a great day.
(edited by Kristov.6724)
Lol I would have loved to have been at that meeting.
Dev 1" Hmm all the CC is kitten. Peeps are going to be raging on the forums"
Dev 2" Have you thought about adding random rocks that act as über cc?"
Dev 1 “Nailed it!”
As far as my response to your post @Sky. It is very difficult to determine nuance in type. That sentence could have read two ways.
1. Your intended post, sarcasm or.
2. Two sentences separated by the…
As intended gave me a chuckle.
(edited by Evil.9061)
The thing is, even if you bring specific jobs, most of the dungeons are still not fun. In fact, they become even more boring since now you really just watching the HP Progress bar for 5-10 minutes.
The dungeons are hard for the sole purpose of slowing down progression. They are not challenging or provide a great experience. They are just tedious.
There are notable exceptions but for the most part the above is true.
and it clearly says that “We must defend MAGG”. What happening is we are not defending MAGG but we are kiting. I’m a Warrior and the Skills like FEAR ME, Band Support, Endure Pain ( Invul for 5 Secs ) is not enough. Maybe they must weaken a bit the enemies in magg defending part.
I’m sorry you thought I was bashing your post, I wasn’t. I’m more sorry though, that doing so has become typical on these forums.
I hesitate to post anything here anymore, and can understand why you felt that I was bashing your post.
Hope you have a great day.
I never thought you where bashing. It was the posts above you that i wanted to be clear that i was being sarcastic.
I wholeheartedly agree with you however. The problem with all games is that objectivity is thrown out the window when it comes to some peoples favourite game.
I like Guild Wars 2 and i am planing to play it for a very long time. Looking forward to expansions and getting all classes to 80. But i can also objectively comment on its shortcomings and problems without the need to bash people or belittle them.
and it clearly says that “We must defend MAGG”. What happening is we are not defending MAGG but we are kiting. I’m a Warrior and the Skills like FEAR ME, Band Support, Endure Pain ( Invul for 5 Secs ) is not enough. Maybe they must weaken a bit the enemies in magg defending part.
The mechanic is quite simple as is. 1 person alive in that room will have 100% aggro on all the mobs. The more people in that room the more the aggro is split up.
It does indeed say “defend Magg” however I guess the Mobs dislike us more seeing the ONLY way they will attack Magg is if no one is in the room…Logic> Mob AI
Remember as per Dev instruction, we are also supposed to kill those adds. Devs>Us
Everything working as intended, nothing to see here.
I’ll take people who were jumping over the wall and avoiding the encounter but can’t do it anymore for $200, Alex!
Seriously, the actual mechanics of this encounter haven’t changed in the patch – the only change that’s been made is that you can’t jump over the wall anymore and avoid it, so now people are having to actually DO it and all of you are coming here crying about it?
Robert NEVER said that the intention was for you to kill every mob that spawns. He said that the intention was for you to FIGHT them – there’s a distinct difference. I’ve said this before, and I’ll say it again – Smoke Lords, Fanatics, Hellstorms. Kill those, kite/avoid the others. I’ve done it with pugs (which I posted the video of the day AFTER the buff patch) and I’ve done it with friends – with pugs it’s always a closer call but I’ve never had to give up or GY zerg it. With friends no one even goes to a down state normally unless they let themselves get too low (like I did in my original video.)
I’m in the office right now but I’ll be more than happy to record ANOTHER video if it’ll shut half of you up when I get home tonight.
The problem is not with the difficulty at all, the problem is that too many of you set your expectations based on CoF and not the rest of the explorable modes. Unfortunately this set a precedent in a lot of your minds that the content was supposed to be as easy as the original Magg runs. If the Magg encounter had been the current difficulty @ launch, then none of you would be complaining about how undoable it is – you would have figured out a way.
I’m really not trying to be that condescending but post after post is whine and moan, and it’s really not constructive. Very few of you (not none) have offered any sort of constructive suggestions other than “MAKE IT EASIER!” or “THIS IS TOO MUCH OF A GRIND GIVE US MORE REWARDS.” Well, now you’ve been given more rewards, and you’re still not happy. The biggest gripe prior to today was “THIS ISN’T WORTH THE EFFORT QQQQQQQQ” so now that that’s been fixed you have to find something else to cry about? It still baffles me why none of you want to be challenged and would prefer to have everything handed to you on a platter.
edit: One comment that I do agree with is that it would be nice if some of the encounters had different abilities — which I believe the devs have said is coming. As it stands now, unless it’s something like the Magg protection event, a majority of the boss fights are move from the red circle and dodge when he’s winding up, which isn’t too difficult. Things are in their infancy though, I’m sure changes will be coming through the pipeline at some point.
(edited by afflaq.3947)
Robert NEVER said that the intention was for you to kill every mob that spawns. He said that the intention was for you to FIGHT them
Sorry, stopped reading at this point.
I did this run last night as a Mesmer. Killed the priority mobs, kited a bunch, never died. There was an engineer and a guardian that went down during the fight but myself, a thief and a I think a warrior managed to survive the entire time. Actually when I did it I thought to myself “this is what people are complaining about?”
If you think it’s a corpse run, you’re doing it wrong.
You can’t kill ALL the mobs, but there are mobs that do significantly more damage than the others that should be focused. Expect it to get hectic near the end.
Robert NEVER said that the intention was for you to kill every mob that spawns. He said that the intention was for you to FIGHT them
Sorry, stopped reading at this point.
Cool. Maybe you can read this, it’s from the original post by Robert:
“2. I extended the time from 100 seconds to 200 seconds at the Door Buster event. I intended for you to fight those guys, not circle strafe them and aggro leash chain them”
https://forum-en.gw2archive.eu/forum/game/dungeons/The-CoF-Buff-My-opinions/page/2#post158017
Nice video and Good job. I did notice that even with everyone focusing one add in the first wave, you weren’t able to down it before the next wave spawned. Those are some leet mobs. So 4 deaths in that event. 1 under my 5 prediction. Thanks for posting.
Robert NEVER said that the intention was for you to kill every mob that spawns. He said that the intention was for you to FIGHT them
Sorry, stopped reading at this point.
Cool. Maybe you can read this, it’s from the original post by Robert:
“2. I extended the time from 100 seconds to 200 seconds at the Door Buster event. I intended for you to fight those guys, not circle strafe them and aggro leash chain them”
https://forum-en.gw2archive.eu/forum/game/dungeons/The-CoF-Buff-My-opinions/page/2#post158017
I’m sorry about that. My post was argumentative but I ask myself, and the rest of you, this. What is the intent of fighting something if not to kill it? (in reference to this game)
(edited by Evil.9061)
Come on afflaq, there have been a lot of suggestions on how to fix this mess of an event.
The approach the developers have is that of a 5 year old stomping their foot saying, “But i want you to do it my way”. Even a focused group has a hard time killing one of the mobs in first wave before 2nd wave spawns. That is just bad balancing and design.
1. Extend the time to X minutes (whatever it needs to kill the waves)
2. Balance Mobs so they can be killed before or close to next spawn.
3. People will be happy because they achieved something by actually fighting and not dying and kiting.
How the frak is that so hard to understand or implement?
It’s fun if you can beat something, its NOT FUN if you barely make it or fail 30% of the time because you have to get lucky.
I agree with ya Evil, I’m sorry if I’m a bit defensive about CoF, but of the dungeons that I’ve done, I like the story/environment and in general like Fiery places (hell I did heroic firelands for months just for fun because I liked the place.)
I do think that the goal should be to kill as many mobs as possible, but too many people are putting emphasis on “THE DEV SAID YOU HAD TO KILL EVERYTHING!!@@!” When I did this last night we were able to kill the smokelord + 1 shadowsworn prior to the 2nd group, then we were unable to keep up 100%. We killed the Fanatic in the 2nd group a little after the 3rd wave spawned, which put the bomb timer to around ~60% I believe. At that point we started in on another fanatic, then I broke off to CC the Hellstorm when the 4th wave spawned (Ambush trap + dual pistols is great for interrupting the hellstorm’s flamethrower – and if you interrupt the flamethrower the hellstorm is essentially a nonissue.) By the 4th/5th wave we’re generally in survival mode, dpsing down fanatics / smokelords as we are able to, but focusing much more on living.
The video that Cotillion linked was my video doing this in a PuG the day of the original buff last week (hence some of the dying and such.) Since then it’s gotten much smoother, and I’ll do my best to record another video tonight.
Come on afflaq, there have been a lot of suggestions on how to fix this mess of an event.
Agree to disagree sir, I’m sorry. The approach the developers have is that of a 5 year old stomping their foot saying, “But i want you to do it my way”. Even a focused group has a hard time killing one of the mobs in first wave before 2nd wave spawns. That is just bad balancing and design.
As opposed to the approach of the players who are saying "I WANT MY DESSERT NOW AND I DON’T FEEL LIKE EATING MY PEAS, AND YOU DON’T KNOW WHAT’S BEST FOR ME EVEN THOUGH YOU’VE BEEN DOING THIS FOR MUCH LONGER THAN ME,’ right?
1. Extend the time to X minutes (whatever it needs to kill the waves)
2. Balance Mobs so they can be killed before or close to next spawn.
If it was intended to be a wave event, or the intention was to kill EVERY mob, it would have likely been something along the lines of “Diminish Flame Legion Morale defending Baelfire’s Sanctum” – then you would have had to kill <X> mobs to finish the event, then the two smokelords would be the only thing guarding the gate, or something along those lines.
3. People will be happy because they achieved something by actually fighting and not dying and kiting.
How the frak is that so hard to understand or implement?It’s fun if you can beat something, its NOT FUN if you barely make it or fail 30% of the time because you have to get lucky.
Some people are happy when they don’t have to work for anything, or when they’re used to being handed things for free without effort. I don’t know about you, but I get my sense of accomplishment from doing something that isn’t easy. It’s perfectly controllable in an orchestrated group. You skate by in a pug if the players are decent. I don’t see how that’s imbalanced. The problem is that if it’s nerfed heavily or whatnot, then there’s no challenge and nothing to look forward to. Then you run out of content. Then you whine. It’s an endless cycle.
People are overlooking that the game has been out for LESS THAN A MONTH. There are many people who aren’t great at this game yet. Do any of you remember how long it took for people to understand and master the concept of Line of Sight for Firemaw? People need time to learn – and then content gets easier. People are still learning their classes, learning when to use the right abilities, learning NPC abilities. For some people, this is a lot to take in. For others, it’s not. There’s a gap in player skill, the mechanics of the content are a static.