PvE- Grolex (Warrior)
PvP rank: 20 Rating: 1864 (season 7)
Today I was doing a full run of COE with a party from lfg. Overall it was a decent run and we got all paths done in under an hour, however on every path our elementalist got through to subject alpha for the first boss fight before the doors opened and managed to take him down to about 90% before the rest of us got to the fight. I asked him how he did it and thee was no answer. I am wondering if this is an exploit or if there is a legit way to do this that I just haven’t realised yet. If this is an exploit I will know to leave all runs that someone does this in in future but I stayed for these runs because I wasn’t sure if it was exploiting or not.
That ele must have been pretty bad If he gotten only down to 90%. It’s not an exploit, just clever use of jumping puzzle skills. How to do it:
- https://youtu.be/SahqNIKNvZw
(edited by frifox.5283)
Oh wow that is very clever! Can’t believe I didn’t notice the ele doing that. Thanks for the help.
You can do it with any leap skill. Its just really easy to do with RTL.
Alpha seems to just be standing there until they choose a path, so it looks like an exploit to me.
So the 3 inquest banging on Alpha while he’s not doing anything is an exploit too?
Agent Spire pulling shutting down the console by pulling the lever (and selecting the path) triggers a self defense mechanism in Alpha that grants him unique defensive abilities. Alpha doesn’t care if you bully him, he cares only when you trigger his defensive mechanism (path selection). Once you do that, he goes on a rampage and starts attacking both the player AND the inquest, which is exactly what happens when you do select the path.
The inquest are NPCs, so it’s not an “exploit”, it’s bad design.
Alpha not attacking you while the path isn’t selected is also bad design. You’re clearly not supposed to go through and attack him before the path is selected, so ANet didn’t bother making a different switch for “activating” him.
You could also argue, of course, that taking advantage of bad design isn’t an exploit, but I’d say that’s debatable.
So the 3 inquest banging on Alpha while he’s not doing anything is an exploit too?
Agent Spire pulling shutting down the console by pulling the lever (and selecting the path) triggers a self defense mechanism in Alpha that grants him unique defensive abilities. Alpha doesn’t care if you bully him, he cares only when you trigger his defensive mechanism (path selection). Once you do that, he goes on a rampage and starts attacking both the player AND the inquest, which is exactly what happens when you do select the path.
The three inquest aren’t actual players who used holes in the coding to attack Alpha while he isn’t in hostile mode. Plus, they don’t ever actually damage him.
Don’t get me wrong. I don’t particularly care if people do this, but it is clearly not intended to be done this way (although why they haven’t bothered to put an invisible barrier at the top of that door is beyond me).
(edited by RoseofGilead.8907)
They do damage him. That’s how you can get alpha to 75% without even touching him. It takes a while but it does happen.
They do damage him. That’s how you can get alpha to 75% without even touching him. It takes a while but it does happen.
Ok, true. They do damage him. Eventually.
So the 3 inquest banging on Alpha while he’s not doing anything is an exploit too?
Agent Spire pulling shutting down the console by pulling the lever (and selecting the path) triggers a self defense mechanism in Alpha that grants him unique defensive abilities. Alpha doesn’t care if you bully him, he cares only when you trigger his defensive mechanism (path selection). Once you do that, he goes on a rampage and starts attacking both the player AND the inquest, which is exactly what happens when you do select the path.
The three inquest aren’t actual players who used holes in the coding to attack Alpha while he isn’t in hostile mode. Plus, they don’t ever actually damage him.
Don’t get me wrong. I don’t particularly care if people do this, but it is clearly not intended to be done this way (although why they haven’t bothered to put an invisible barrier at the top of that door is beyond me).
Because they have to go through all that red tape for a very insignificant bug. Most you can do with that is take him down about 75%, any more before selecting a path will bug the whole thing and you have to redo.
Everyone has to fight alpha 2 more times anyway so that first encounter where all the effort which only leads to 25% hp less of an insignificant intro fight; time saved is also insignificant if any. People just do this when they feel like it.
Jump dodge is also not inteded, but it;s harmless
tl;dr redtape for a bug that;s quite harmless
(although why they haven’t bothered to put an invisible barrier at the top of that door is beyond me).
Why they haven’t bothered to redo the “Let’s sit around waiting 2 minutes for Spire to Baywatch-run into the room” bit is what’s beyond me.
Actually, I take that back. It’s because it’s a dungeon, duh.
That coe door reminds me this. It is not a bug or exploit. It is called “lol lets make a huge hole above that door”.
Why they haven’t bothered to redo the “Let’s sit around waiting 2 minutes for Spire to Baywatch-run into the room” bit is what’s beyond me.
Actually, I take that back. It’s because it’s a dungeon, duh.
Spire needs to remember to take her running shoes to work.
Jumping is an exploit :^)
If you kill him before the doors open the whole path bugs as he’s not meant to be killed before the door opens.
You could call that a bug.
The gate skip is doable with just normal jumps or by mashing dodge jump into the corner of the gate (IIRC you roll again midair and get pushed in).
CoE story is still the most phucked and un-optimizied path in the game 3 years in.
Don’t get me wrong. I don’t particularly care if people do this, but it is clearly not intended to be done this way (although why they haven’t bothered to put an invisible barrier at the top of that door is beyond me).
ANet has a weird relationship with invisible walls in general.
Once every 3-4 months they go into the dungeon backlog and add ONE invisible wall somewhere. The location of this invisible wall is always random, and has no connection with the most popular skips and “exploits”.
AFAIK the most recent addition of an invisible wall in a dungeon was in Arah. The dungeon is literally one big jumping puzzle, but the main skips can be patched out with a couple invisible walls, yet they recently decided that adding an invisible wall to the insignificant plant skip after Hunter/Crusher in Arah P3 was the most important dungeon change they could allocate to the ANet map makers swamped schedule.
There was a list of videos on open-world jumping puzzle relog skips that was posted around 5 months ago which garnered a lot of ANet developer attention. It took them exactly 1 month to add invisible walls to key areas of some of those skips, but even then they only managed to patch a couple of the skips before it was left on the back burner, and some of them were done so poorly, perhaps hastily, that they don’t even serve a purpose (you can literally stand next to the invisible wall and perform the same action they put up the wall to prevent.)
It leads me to believe that adding an invisible wall in this game is a whole lot more effort than adding simple clip texture like in old school map editors.
Who am I kidding? It’s just ANet being lazy lol
(edited by Echo.3741)
I like the skip in Arah where you jump on the invisible wall to get farther xD
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