Crazy Damage In Tier 4 Fractals
This has been an ongoing thing since the last major update to fractals. The damage output from adds (non boss mobs) do more damage than a Boss does.
This one wolf wiped our whole team as we were running up some stairs. I do have 153 Agony and usually run full zerk armor and trinks.
Why is an add that runs around the map one shoting anyone that doesn’t wear toughness gear while a Boss takes 3-4 hits to down anyone.
These wolfs is one of the mechanics of this fractal level (thaumanova I guess) and can be easily avoided. But since all players rush it like kitten they don’t even notice simple mechanic like this and prefer to lose even more time tryingto kill/killing them.
Just don’t aggro them next time. They just circling around from the same pattern.
Just avoid or blind them when you fight. Their leap are deadly but that’s that.
The puppies have always been major damage dealers. You can avoid them entirely (as Khyan noted) or blind them or use any of the other damage avoidance strategies. They aren’t that much of a threat to a group that is paying attention.
The leap attacks from every wolf are deadly. CoE runners can confirm this. But you can dodge/block/blind it easily.
Main characters of the Thalahassi clan:
Thalahassi (Revenant); Jaspar Thalahassi (Guard);
The leap attacks from every wolf are deadly. CoE runners can confirm this.
This. Icebrood wolves have been deadly since release of vanilla GW2. Hardly breaking news.
There is no loyalty without betrayal. -Ann Smiley
The leap attacks from every wolf are deadly. CoE runners can confirm this.
This. Icebrood wolves have been deadly since release of vanilla GW2. Hardly breaking news.
It might be armor-breaking news to some
this is where everyone tells you git gud and how its so ez to dodge and see it coming. just wait. they love to be condescending.
this is where everyone tells you git gud and how its so ez to dodge and see it coming. just wait. they love to be condescending.
Wolf mobs in this game have similar attack patterns across all of them, but different Dragon Minion wolves do different effects with their leaps.
The Icebrood Wolves in particular have a nasty small AoE nuke on their leap, but it has a very long cooldown and most of the time you can catch them around a corner in melee and they won’t immediately leap. I would recommend that when you get close to have a dodge or to put up a block, as the Icebrood Wolves outside of their leap are relatively harmless compared to say the Mordrem Wolves who prefer to flank.
…Oh crap I didn’t follow the script! Cmon you gotta dodge git gud nub.
Putting Perspective on Zerg Sizes since 2012. Common Suffixes for 40+ include ~Zilla and ~Train
“Seriously, just dodge.”
this is where everyone tells you git gud and how its so ez to dodge and see it coming. just wait. they love to be condescending.
Wolf mobs in this game have similar attack patterns across all of them, but different Dragon Minion wolves do different effects with their leaps.
The Icebrood Wolves in particular have a nasty small AoE nuke on their leap, but it has a very long cooldown and most of the time you can catch them around a corner in melee and they won’t immediately leap. I would recommend that when you get close to have a dodge or to put up a block, as the Icebrood Wolves outside of their leap are relatively harmless compared to say the Mordrem Wolves who prefer to flank.
…Oh crap I didn’t follow the script! Cmon you gotta dodge git gud nub.
or make your life much easier by just playing a ranged class. ranger or ele or something. fractals are anti melee pure and simple.
this is where everyone tells you git gud and how its so ez to dodge and see it coming. just wait. they love to be condescending.
Wolf mobs in this game have similar attack patterns across all of them, but different Dragon Minion wolves do different effects with their leaps.
The Icebrood Wolves in particular have a nasty small AoE nuke on their leap, but it has a very long cooldown and most of the time you can catch them around a corner in melee and they won’t immediately leap. I would recommend that when you get close to have a dodge or to put up a block, as the Icebrood Wolves outside of their leap are relatively harmless compared to say the Mordrem Wolves who prefer to flank.
…Oh crap I didn’t follow the script! Cmon you gotta dodge git gud nub.
or make your life much easier by just playing a ranged class. ranger or ele or something. fractals are anti melee pure and simple.
Can just sandstorm on an ele and melee anways. Thief/engi blind. Mes chain cc. Guard blocks and blinds. Ranger can get chain cc through druid. Necro can get blinds and cc. Really no limit to how easy it is to melee when 5 players can contribute to keeping mobs locked down.
i ting it not only wolf other mobs in other dung hit extra hard now 2 i only class ad sec are save are ranged class
Why is an add that runs around the map one shoting anyone that doesn’t wear toughness gear while a Boss takes 3-4 hits to down anyone.
I’m guessing you are talking about the ice wolves in the thaumanova fractal. I think lethal non boss things like that make them more fun. otherwise they would just be another boring trash mob that you focus pull and aoe down.
Lets compare them to a boss:
1. The wolves die much faster
2. Bosses are generally designed to require the full attention of your team
3. Can be cc’d or avoided
4. If you die to them, it’s less of a setback than if you die at the boss
5. Bosses normally have many more mechanics than one instakill move.
6. Many bosses also have high damage or instakill mechanics
Damage is only one of many factors and it’s justified in this case.
I think more “trash” mobs should have high importance mechanics. The uncategorized harpies are another good example.
Game Designer
Damage in T4 fractals is in a weird spot right now, especially in the older fractals. Our new fractals focus on damage from sources that are more visibly telegraphed, and we’re moving forward with that design philosophy for all of our reworks and new releases.
No one likes being killed by something they didn’t see coming, and while some of the current damage sources are fair, many of them feel too punishing. You’re going to see this become more balanced as time goes on and we get more reworks out.
Today’s release of Nightmare shows off this new encounter design framework in full force, I encourage you to take a crack at it and let us know what you think.
Damage in T4 fractals is in a weird spot right now, especially in the older fractals. Our new fractals focus on damage from sources that are more visibly telegraphed, and we’re moving forward with that design philosophy for all of our reworks and new releases.
No one likes being killed by something they didn’t see coming, and while some of the current damage sources are fair, many of them feel too punishing. You’re going to see this become more balanced as time goes on and we get more reworks out.
Today’s release of Nightmare shows off this new encounter design framework in full force, I encourage you to take a crack at it and let us know what you think.
These wolves are just poorly designed regardless of where they are found. At close range they can basically twitch a bit and hit you for 20k damage delivered as two separate hits and yes I am aware that you can mostly avoid it by standing at maximum melee range(~130 units) but that doesn’t feel like it makes the design justified.
Damage in T4 fractals is in a weird spot right now, especially in the older fractals. Our new fractals focus on damage from sources that are more visibly telegraphed, and we’re moving forward with that design philosophy for all of our reworks and new releases.
No one likes being killed by something they didn’t see coming, and while some of the current damage sources are fair, many of them feel too punishing. You’re going to see this become more balanced as time goes on and we get more reworks out.
Today’s release of Nightmare shows off this new encounter design framework in full force, I encourage you to take a crack at it and let us know what you think.
These wolves are just poorly designed regardless of where they are found. At close range they can basically twitch a bit and hit you for 20k damage delivered as two separate hits and yes I am aware that you can mostly avoid it by standing at maximum melee range(~130 units) but that doesn’t feel like it makes the design justified.
Don’t forget you can dodge the lunge, pop any Invulns/blocks/Evade skill which almost all classes have access to…..
You pretty much say even though I can avoid the damage I want to facetank it…..
Never had a problem with those wolves. They jump up, you dodge or blind. They do that attack every now and again and it’s always the first attack they do in an encounter.
Maguuma – Predatory Instinct [HUNT]
Necromancer
please let the wolves stay deadly
head here to discuss wvw without fear of infractions
There’s this feature Guild Wars 2 provides called dodging, but unfortunately (for some) they do not provide the feature of getting good.
No one likes being killed by something they didn’t see coming, and while some of the current damage sources are fair, many of them feel too punishing. You’re going to see this become more balanced as time goes on and we get more reworks out.
Are you able to copy the animation from the wolves in the new LS instance to the wolves in fractals? In the cave where you are searching for the scroll, the leap animation on the wolves is a very obvious up/down motion, compared to the older animation that looks like the wolf is just skipping forward.
Today’s release of Nightmare shows off this new encounter design framework in full force, I encourage you to take a crack at it and let us know what you think.
It’s great overall, but something must be done with projectile defense abilities. When one of oldest mechanics in game is simply thrown out of window it doesn’t feel right. Maybe make them reduce orb damage, or slow them, if complete deflection feels too cheesy.
25 charracters
Today’s release of Nightmare shows off this new encounter design framework in full force, I encourage you to take a crack at it and let us know what you think.
It’s great overall, but something must be done with projectile defense abilities. When one of oldest mechanics in game is simply thrown out of window it doesn’t feel right. Maybe make them reduce orb damage, or slow them, if complete deflection feels too cheesy.
personally i feel the fractal is perfectly balanced there is proectile reflection or mitigation where its need but not everwhere so it becomes faceroll easy o normal mode you can walk left and right and avoid most while also passing inbetween them when they get far from each other. Overall its really ok and balanced i wouldn’t nerf it at all not the normal one but not the challenge mote as well
and from wat i noticed most projectiles cannot be stopped by such abilities (im refering to the buletstorm at each phase of the last boss
(edited by zealex.9410)
i ting it ok the make chance but it bit stupid thad mobs hit more then boss and as melaa class u cant go close with out geting 2 shot by mobs it feal like ur remove melaa classes from fotm now