Any hint of upcoming changes to CoF?
I’m pretty sure they will made first boss legendary. This path at the moment has only 2 bosses and only 1 is legendary. Probably some doors closed with silver mobs. Changes similiar to arah3.
Honestly they need to look at why this path can be done quickly, and change it without making it obscene.
The reason the path can be completed quickly is a dearth of nessecary silver monsters combined with a very short actual physical path.
Simply increasing monster hp, or locking doors may slow down the instance yes, but it wont make the dungeon more fun, and will hurt players who arent speed running.
My suggestions would be the following
1. make it more important to deal with the effigy on the first boss. Perhaps make it make him immortal if it gets too close. This wont hamper (overly) a normal group as they are taking the fight slowly anyway. It will slow down speed runners by forcing them to either lure the main boss away (at which point they’ve shown enough skill that they deserve an easy fight) or also kill the effigy
2. Force players to fight the bridge boss. Normally im averse to doors, but normal groups dont skip the bridge, only the speed runs do, so just shut a door on the farside of the bridge until the bridge event is complete.
3. Change the trash monsters in the acolyte room to normal instead of silver ring. Make the acolytes spawn when the trash is dead. (so the acolytes and trash spawn at the start, you kill the acolytes, then the trash, then more acolytes and trash spawn and so on) as it is currently, even normal groups usually just hide, as there is absolutely no point to fighting the trash, not too mention too difficult. This would slow down both groups, but players rarely have an aversion to fighting normal monsters, especially if they drop loot (HINT HINT)
4. Make the boulders spawn quicker. As they are now, mesmers are jumping over to the other side before they spawn. If they spawn immediately this becomes impossible, and everyone does it the normal slightly slower way, skill at timing becomes more important than speed.
5. The gate control segment is harder to balance, the outside 4 players are fine, its the one who goes to smash the control that makes or breaks it. Honestly I think the hellstorm should be toned down to a normal monster it’s too strong for most normal groups imo. If I had to change this, perhaps make the gate control go immortal until the outside players did something else besides stand in the circle, for instance at 75%, 50% and 25% of it’s hp make it go immortal until the 4 outside players all move out of their circles at the same time or something. Give the outside players something more to do, and slows things down for speed runs, but not normal groups (as normal groups usually have to take the control panel much slower, and thus the 4 players outside usually have to flee and regroup as they’re dying)
6. The final boss is pretty much fine.
I’m predicting a way to force you to do the bridge instead of it being optional.
I like a lot of the above,
I would add/change:
1) Make the effigy not despawn (its not a “thing” just because the slave driver left doesn’t mean the effigy will run away in fear)
2) Bridge boss needs a door. 100%.
3) omg yes; perfect solution. Maybe to keep the difficulty up you could even lower the mobs down, but add a 2 or 3 stage mini-boss that is invuln while the acolytes are there?
4) not sure you can solve this like that, my Mesmer doesn’t go in when they boulders are off, but he teleports down the end after running past the first 2 boulders.
Solution I just thought of; would be a door, that requires a kit to get to the other side (to protect you from the .. err heat of the boulders?). Kit removes portal, maybe make it more of a team-effort maybe a skill on the kit can spawn a field that slows time for the boulders? dunno, feels kind of annoying the boulders.
5) agreed.
6) need more reason to kill the crystals. My group isn’t what I’d call “great” or even well specced (I still havent got full exotics [guardian] and our warrior hasnt been running level 80 gear – we are both saving tokens, but we just DPS him and ignore the crystals 100%. (maybe damage him if you destroy a crystal near him?) Honestly; since we just DPS him I’m not even sure what the direct relationship is between his heals and the crystal.
1000000000 zeroes added to last boss health pool.
with long range blink trait you can pretty much bypass all the boulders anyway on mes.
Last couple times I did cof 1, the bridge boss went up into the aco room and was still there after the aco event, now I’m sure refuge or spy kits would have sent them back to the bridge, but I just don’t remember this happening in the past, they always reset when the aco event start as far as I recall.
[FIRE] Serene Snow, Warrior
6) need more reason to kill the crystals. My group isn’t what I’d call “great” or even well specced (I still havent got full exotics [guardian] and our warrior hasnt been running level 80 gear – we are both saving tokens
, but we just DPS him and ignore the crystals 100%. (maybe damage him if you destroy a crystal near him?) Honestly; since we just DPS him I’m not even sure what the direct relationship is between his heals and the crystal.
The one thing they can’t do is make it necessary to kill the crystals and keep the spawn rate the same. As it is now, by the time you kill the crystals, he’s already spawned them back. Giving them incentive to be destroyed, but not necessity, is the way to go, I feel.
I hope path 3 is patched soon. It was the last path I had to do for dungeon master and I found Arah path 4 much simpler to do.
Path 2 can be done within 5 minutes with some teleport gun skillz
Honestly, I’d suggest upgrading the bridge boss to legendary, have him spawn a chest, but remove the chest from the acolyte room.
You could leave it optional (much like Kholer is optional), but speed groups will take a hit in the pocket book for skipping the bridge fight.
My static group does runs in CoF that clear the bridge + ooze bosses in a little over 20 minutes, but that’s not a coordinated team build, just experienced players running on whatever.
Honestly, I think CoF p1 needs less attention (minor tweaks to difficulty, it is a bit over easy) than CoF p2 and p3….. I’m far more interested in how things will work in P2 once A-net disables res zerging.
Honestly, I think CoF p1 needs less attention (minor tweaks to difficulty, it is a bit over easy) than CoF p2 and p3….. I’m far more interested in how things will work in P2 once A-net disables res zerging.
You can kill the spawns even in a pug if there are enough heavies in the party.
So something like this : lfg CoF path 2 only war or gard wanted.
Honestly, I think CoF p1 needs less attention (minor tweaks to difficulty, it is a bit over easy) than CoF p2 and p3….. I’m far more interested in how things will work in P2 once A-net disables res zerging.
You can kill the spawns even in a pug if there are enough heavies in the party.
So something like this : lfg CoF path 2 only war or gard wanted.
Right. Now try that in a group that’s composed of a ranger, ele, guardian, thief and engineer.
I’ve killed the room down in a party that was Warrior and DPS heavy…. and I don’t want to say that every build should be successful, but part of what GW2 has been about is breaking down the notion that certain classes are required to do content.
I’m still working on a team build for that, but I’ll be honest, I don’t know rangers or eles or engineers nearly well enough. I can, however, take that group through CoF p1, on a run that’s reasonable in its length, and the group is successful.
One of the things that a-net has always said is they expect speed clear and team builds to be more efficient at dungeons, but that they want them to be approachable without requiring those kinds of builds. I think CoF p1 is a little too friendly, but CoF p2 is a bit too far on the other side.
Right. Now try that in a group that’s composed of a ranger, ele, guardian, thief and engineer.
Replace the engineer with a necro and we did it.
And a few days ago I failed it with a PuG of 3 guardians, 1 mesmer, 1 warrior. We didn’t even last 40% before switching to kiting. It’s a matter of knowing what you have to do and wearing the correct gear helps.
Here is my suggestion:
Do nothing to it.
The Dynamic event required to open the gate already annoys speed-runners already. Stop making it more annoying for us speed-runners.
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
My guess is they won’t touch it but will nerf the torches in p3.
Ive done path 3 a few times in the past, but last night did it with spy kits for the first time, it makes it so kitten easy
[FIRE] Serene Snow, Warrior