Any chance for a fix to Giganticus?
this is well known for some time.
Yeah, which is why I’d like to know if a fix is coming, or if it’s working as intended.
Why need a fix? Teams who pull him to the waypoint are screwing themselves over since he’s not THAT hard if you know what you’re doing in the first place. He’s just… Too long to kill. And pulling him makes the battle take longer than it should. In fact, it actually makes it harder since you can’t go regen or change skills/equipment at a corner.
I’m curious, does he swim underwater with you as you kite? I don’t imagine to be very comfortable for him to fit in that tiny underwater tunnel.
The path to the waypoint does not go underwater
The path to the waypoint does not go underwater
Isn’t the way point right before the hot-potato event and after the second mage-type altar boss? Unless this is another path that people kite to.
After the hot potato event, a new waypoint magically appears north of you, despite never getting anywhere close to the wp. You can teleport to it, clear the enemies there, and it’ll open a shortcut to giganticus.
An easier fix of this stupid wp fight is just makes lupicus resets on his exact starting position inside his room. When reset triggers, he teleport/run back himself to his room.
Lock the door would make a bit harder for pugs a run back when accidentally died. Nothing so hard to program, honestly. I’m surprised so many weeks have passed, and they didn’t fix a kitten of it
Ive only ever run pugs in Arah. Some of the more noobish pugs took 3 tries to kill giga but we’ve always managed to do it w/o using the waypoint trick. My question to you however is…..why do you give a flying donkey punch what pugs do to get past a certain part of a dungeon if it’s not exploiting? It’s the height of absurdity to think noobs actually being able to complete the dungeon some how affects you.
Had to laugh when I read this post. I am sure this is not how the fight was ment. But if your is so bad you have to pull it to the waypoint, then your group must be pretty bad and I pity them.
That being said there is also a read bug with Giganticus Lupicis where there is no cutscene and he just sits there with no way to start the fight.
I was doing p4 for the first time and when we got to Lupi after 90 min of clearing he just sat there with no way of starting the fight. Pretty depressing for everyone, when hoping to get a first kill for the title. We were actually hoping to get some good tries on Simin with a couple different tactics ready for him, but we didn’t have time for an extra 90 min clear.
^^ most people are bad. It is a video game…not something important after all….however the bads still found a way to beat the path and i’m not sure why that twists elitist’s kitten so much.
Wait people seriously have trouble with Lupicus? IMO he’s one of the easiest bosses in the game.
Ive only ever run pugs in Arah. Some of the more noobish pugs took 3 tries to kill giga but we’ve always managed to do it w/o using the waypoint trick. My question to you however is…..why do you give a flying donkey punch what pugs do to get past a certain part of a dungeon if it’s not exploiting? It’s the height of absurdity to think noobs actually being able to complete the dungeon some how affects you.
Maybe because I don’t have a guild full of people who want to do Arah on a regular base? So I’m forced to go into PUGs if I want to do Arah. And yes, this affects me, because these PUGs force this ridiculous tactic on me.
I agree that this needs to be fixed. This is essentially making Arah gear more and more common as all pugs that don’t know how to fight him properly, just farm Path 3 and keep dragging him to WP in order to zerg him.
I’ve even heard one person say Arah is an easy dungeon, and easy to get tokens from and all he’s done is path 3 + pull lup to the waypoint. It’s disappointing, and a rather lame way to complete what should be fun fight.
I joined a PUG once and they refused to do Lup any other way except by dragging him to WP. I left that group as soon as I could.
(edited by Shenrei.2057)
Hahahahaha. I’m sorry that’s too funny. People still struggling with GL is mind boggling. Casual game is casual.
So you would rather go into pug groups with a higher chance to fail than use a tactic which allows less competent players to complete the dungeon? Makes sense, especially if you’re looking to have more pugs rage. If they’re pulling him to the waypoint, they probably do it for a reason.
The issue is PUGs are refusing to learn the fight. They refuse to do it any other way and refuse to learn the proper way. If they stopped pulling to WP and learned how to do it the right way, then we would see more groups doing Paths 1,2, and 4 instead of just Path 3.
The issue is PUGs are refusing to learn the fight. They refuse to do it any other way and refuse to learn the proper way. If they stopped pulling to WP and learned how to do it the right way, then we would see more groups doing Paths 1,2, and 4 instead of just Path 3.
Even if PuGs learned the correct way I doubt you will see anything more of maybe path 2. The biggest hindrance for path 1 and 4 isn’t Giganticus. The path themselves are way too long to be worth the effort. Unless they balance the rewards with length accordingly (I doubt it will happen), you will rarely ever see anyone running these aside for Dungeon Master achievement.
To me Path 1 and 2 are pretty much equal in length if things go smoothly. With Path 1, fighting the Gorilla boss isn’t necessary. Path 4 IMO is the most fun, with fun encounters at a good pace. It’s a shame it’s not done more.
To me Path 1 and 2 are pretty much equal in length if things go smoothly. With Path 1, fighting the Gorilla boss isn’t necessary. Path 4 IMO is the most fun, with fun encounters at a good pace. It’s a shame it’s not done more.
For me personally, path 1 is about 2x the length in comparison to path 3, path 2 is 1.5x the length, path 4 is between those two. The length really sinks in when you have done each of them in the double digits. I really don’t think any other dungeon is this disproportional in length.
I wouldn’t rank path 4 very high on the fun meter either, especially with the chain teleport boss that is 5x longer than it should have been, and extremely boring anti-climatic final boss.
If you are good then fight inside the arena… but you shouldn’t penalised those who are not as well equipped or as skilled. It still take teamwork throughout the entire dungeon.
Path 4 is too long.. only good if you have lots of time and a very organised team, otherwise don’t go wasting time there. Like I said before, I believe every dungeon should have 1 more difficult path, then the rest more achievable.. well except for Arah, everything is up another notch.