Dungeon Stealth Changes.

Dungeon Stealth Changes.

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Posted by: Flissy.4093

Flissy.4093

Would like to get a collection of what’s changed with March 18th Patch:

  • SE P3 Barrier at start so the gates need breaking
  • SE P3 Carrier is smaller
  • HOTW P1 Troll boss altered.

Most importantly, any news on Arah being finally fixed?

Light Up the Darkness
“Dear ANet, nerf Paper, Scissors is fine. Sincerely, Rock”
Elysaurus | Warrior | [LOL] | League of the Legendary | Gandara (EU)

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Posted by: xamsano.4932

xamsano.4932

the only one i found yet is that u can use selfless/thoughtless potions in dungeons =)

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Posted by: Lindbur.2537

Lindbur.2537

Great, more invisible walls.

A remnant of times past.
“Memories are nice, but that’s all they are.”

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Posted by: RoseofGilead.8907

RoseofGilead.8907

The barrier at the start of SE p3 isn’t new. You’ve had to break part of it for a while now.

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Posted by: Flissy.4093

Flissy.4093

The barrier at the start of SE p3 isn’t new. You’ve had to break part of it for a while now.

The one at the very start is. You’re likely talking about the one after the first boss by the bridge.

Light Up the Darkness
“Dear ANet, nerf Paper, Scissors is fine. Sincerely, Rock”
Elysaurus | Warrior | [LOL] | League of the Legendary | Gandara (EU)

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Posted by: Riky Ricardo.9436

Riky Ricardo.9436

The Troll in HotW doesn’t have a leash. Also, he picks up Aggro when around Icebrood / Wolves.

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Posted by: Lindbur.2537

Lindbur.2537

The barrier at the start of SE p3 isn’t new. You’ve had to break part of it for a while now.

You’re confusing the barriers before the second boss with this.

A remnant of times past.
“Memories are nice, but that’s all they are.”

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Posted by: RoseofGilead.8907

RoseofGilead.8907

The barrier at the start of SE p3 isn’t new. You’ve had to break part of it for a while now.

You’re confusing the barriers before the second boss with this.

No, I’m not. I’m talking about the very first set of barriers. BUT any groups I’ve run SE p3 with lately have just broken down part of the gate and barrier automatically. So, I haven’t tried to skip past it. That could be why I’d never seen it as skippable.

(edited by RoseofGilead.8907)

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Posted by: Flissy.4093

Flissy.4093

The barrier at the start of SE p3 isn’t new. You’ve had to break part of it for a while now.

You’re confusing the barriers before the second boss with this.

No, I’m not. I’m talking about the very first set of barriers. BUT any groups I’ve run SE p3 with lately have just broken down part of the gate and barrier automatically. So, I haven’t tried to skip past it.

You used to be able to jump around the gates at the very start. There’s now a little barrier blocking you from jumping around.

Light Up the Darkness
“Dear ANet, nerf Paper, Scissors is fine. Sincerely, Rock”
Elysaurus | Warrior | [LOL] | League of the Legendary | Gandara (EU)

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Posted by: Aleth.9630

Aleth.9630

  • SE P3 Carrier is smaller

Not the right wording. The Carrier doesn’t have meshes now, meaning you can shoot and run through it (which also introduces the bug where you can’t hit it with projectiles).

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Posted by: Tentonhammr.7849

Tentonhammr.7849

They’re changing kitten in dungeons. Fine. But why in the holy hell can’t we just get patchnotes?

Zelendel

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Posted by: frifox.5283

frifox.5283

  • SE P3 Carrier is smaller

Not the right wording. The Carrier doesn’t have meshes now, meaning you can shoot and run through it (which also introduces the bug where you can’t hit it with projectiles).

So ANet is now literally forcing pugs to use melee weapons?

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Posted by: Aleth.9630

Aleth.9630

  • SE P3 Carrier is smaller

Not the right wording. The Carrier doesn’t have meshes now, meaning you can shoot and run through it (which also introduces the bug where you can’t hit it with projectiles).

So ANet is now literally forcing pugs to use melee weapons?

Haven’t tested with many ranged weapons, but Ice Bow and Fiery Greatsword seemed to miss with their autoattacks.

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Posted by: domness.6719

domness.6719

  • SE P3 Carrier is smaller

Not the right wording. The Carrier doesn’t have meshes now, meaning you can shoot and run through it (which also introduces the bug where you can’t hit it with projectiles).

So ANet is now literally forcing pugs to use melee weapons?

Haven’t tested with many ranged weapons, but Ice Bow and Fiery Greatsword seemed to miss with their autoattacks.

Seemed to make damage with my scepter.

[OP] Optimise

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Posted by: cranos.5913

cranos.5913

CoE p3 the destroyer boss now has a knockback attack (was quite the surprise :P)

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Posted by: Spoj The Second.7680

Spoj The Second.7680

CoE p3 the destroyer boss now has a knockback attack (was quite the surprise :P)

He always had that move. It was rare that it would trigger. Certain mesmer phantasms increased the likelyhood of triggering it for hilarious party wiping effects.

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Posted by: cranos.5913

cranos.5913

CoE p3 the destroyer boss now has a knockback attack (was quite the surprise :P)

He always had that move. It was rare that it would trigger. Certain mesmer phantasms increased the likelyhood of triggering it for hilarious party wiping effects.

Are you serious? I’ve done CoE almost daily for over 6 months and I had never seen it before xD. Neither did anyone in my party because they all died in the lava (I conveniently had a block).

I’ll just go blame our mesmer then. :P

I also noticed in HOTW p1 the first svanir boss on the stairs now reflects projectiles pretty much all the time (my sword auto attack nearly killed me). Never rly happened before either as far as I remember. Been a few months though.

(edited by cranos.5913)

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Posted by: RemiRome.8495

RemiRome.8495

CoE p3 the destroyer boss now has a knockback attack (was quite the surprise :P)

He always had that move. It was rare that it would trigger. Certain mesmer phantasms increased the likelyhood of triggering it for hilarious party wiping effects.

The dragon tooth is also a knockback and he uses that all the time…

I also noticed in HOTW p1 the first svanir boss on the stairs now reflects projectiles pretty much all the time (my sword auto attack nearly killed me). Never rly happened before either as far as I remember. Been a few months though.

Always there (sort of, pretty much). He also blocks regular attacks while it’s up. 20+ stacks or so?
Except way back when you could afk on the balcony.

edit: an old screen shows he starts out with 60 stacks of it. forgot what it’s called. probably shield of jormag or some such. gw2dungeons haven’t even a mention of it (that I could find). for shame

(edited by RemiRome.8495)

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Posted by: JJBigs.8456

JJBigs.8456

  • SE P3 Carrier is smaller

Not the right wording. The Carrier doesn’t have meshes now, meaning you can shoot and run through it (which also introduces the bug where you can’t hit it with projectiles).

I think the reason why was to stop the mesmer portal glitch safespot inside but havent tried it since patch.

FGS Rush #4 now doesnt let you hit a solid wall, the rush continutes through the entirety of the carrier and outside. Since the carrier is “long” the fire field actually does hit 3/4 of it still so only losing a little DPS maybe? no idea but the thing is that now you will aggro the dredge in front of the car while before I could just fgs rush #4 the back of it without risking aggro.

Does anyone know how much DPS is lost if any since its a straaight line now?

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Posted by: cranos.5913

cranos.5913

CoE p3 the destroyer boss now has a knockback attack (was quite the surprise :P)

He always had that move. It was rare that it would trigger. Certain mesmer phantasms increased the likelyhood of triggering it for hilarious party wiping effects.

The dragon tooth is also a knockback and he uses that all the time…

I also noticed in HOTW p1 the first svanir boss on the stairs now reflects projectiles pretty much all the time (my sword auto attack nearly killed me). Never rly happened before either as far as I remember. Been a few months though.

Always there (sort of, pretty much). He also blocks regular attacks while it’s up. 20+ stacks or so?
Except way back when you could afk on the balcony.

edit: an old screen shows he starts out with 60 stacks of it. forgot what it’s called. probably shield of jormag or some such. gw2dungeons haven’t even a mention of it (that I could find). for shame

I always have aegis ready for the dragon’s tooth so party can just max DPS without dodging out. However, this was something new for me. xD

Thanks for the info on HOTW. Didn’t actually know/remember because I don’t like running it. Last boss is just so boring… Might start doing it more now. The troll fight was fun and the fact that you get AC tokens is just hilarious. Copy paste from AC. lol

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Posted by: cranos.5913

cranos.5913

  • SE P3 Carrier is smaller

Not the right wording. The Carrier doesn’t have meshes now, meaning you can shoot and run through it (which also introduces the bug where you can’t hit it with projectiles).

I think the reason why was to stop the mesmer portal glitch safespot inside but havent tried it since patch.

Yep, tried it earlier and didn’t work. You can just walk through it now and you get hit by the mobs.

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Posted by: Ariete The Phoenix.8276

Ariete The Phoenix.8276

SE P3, If you kill ALL the elites in the car, the car will go back down and call for reinforcement. while being down, you can’t hit it/target

Also known as Liahm Lee

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Posted by: Ariete The Phoenix.8276

Ariete The Phoenix.8276

SE P3, If you kill ALL the elites in the car, the car will go back down and call for reinforcement. while being down, you can’t hit it/target

Also known as Liahm Lee

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Posted by: robertul.3679

robertul.3679

Arah P2 – Alphard resets whenever it feels like. Even right in the middle of the fight.

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Posted by: Anierna.6918

Anierna.6918

yeah. That was so ****** annoying. Due to the dredge car change, we’ve had to change our group comp for SE p3 from 2 ele/1 war/1 thief/1 mes to 2 ele/1 war/1 thief/1 guard.

For the first boss, we have the warrior fear one of the adds and the boss into the niche in the wall behind the boss. Fear Me also causes the 3rd add to run off at a right angle, and when the fear wears off, he conveniently runs back into our stack.

For the dredge car, we run into the center of the room and might-stack while the car appears (it takes no dmg until it has fully spawned, so we have 3-4 secs before then). Guard rotates WoR, SotA, and Sanctuary. The 2 ele’s and the thief use FGS 5, then blink-rush the car. Both ele’s then use frost bows. Staff ele then does his staff thing, and scepter ele uses LH. Thief keeps his FGS this whole time, since he can blink-rush 4 times.

When the car was nearly dead, it did this tunneling-animation-thing, where it became untargettable and disappeared for 4-5 secs. We killed it when it came back up, but those 4-5 secs where we couldn’t kill it were incredibly annoying, and we almost wiped. Did it only do that tunneling-thing because we were a little too slow in killing it, or does it do that in response to something (maybe getting below a certain health-threshold or our AoE killing the adds that spawn)?

(edited by Anierna.6918)

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Posted by: IrisTheCasual.3742

IrisTheCasual.3742

Clown car at its finest…

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Posted by: Ariete The Phoenix.8276

Ariete The Phoenix.8276

no… my plans, they were spread so fast… meh, it looks like a good plan doesn’t stay a secret for too long. I want to see how you guys can improve it.

Also known as Liahm Lee

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Posted by: Lindbur.2537

Lindbur.2537

Let me see if I can produce another set of notes… ah, there we go. Prepare yourselves, ladies and gentlemen!

100% LEGIT PATCH NOTES

Recently there has been an increase in the number of players stacking and using damage gear sets in dungeons. In the past, we made it clear that these are exploits. We will not tolerate them, especially ‘Berserker’ gear. We have made the following changes in order to bring dungeons more in line with our original design manifesto:

  • Renamed Berserker gear to Exploiters gear and added intense particle effects that cannot be toggled off. This is to assist players in reporting these exploiters and at the same time disrupt the prevalence of stacking by making it impossible to see.
  • Added intangible dredge cars to all dungeons. These dredge cars spawn lots of dredge and themselves have lots of health. Should two of any of these dredge die within 5 seconds of each other, the car will burrow for 5 minutes and return with twice as many dredge, and 10 more Disaggregators. This change is necessary to discourage stacking against the cars and to promote greater immersion in dungeons.
  • Following player feedback from the CDI, we have removed all dredge from the Underground Facility fractal. For lore reasons, all dredge have been recalled by the Moletariat to combat exploiters using Fiery Greatswords to kill their kinsmen.
  • Replacing the dredge will be Ascalonian Cave Trolls wearing clown costumes. There is exactly one less troll in the fractal than there were dredge, just so people can’t complain that we didn’t do anything about the number of mobs inside.
  • All dredge cars have been painted with red, yellow and white colours to represent something. Take a guess!

:)

A remnant of times past.
“Memories are nice, but that’s all they are.”

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Posted by: Saint.5647

Saint.5647

I’ve always found that there are not enough annoying dredge car segments in this game. I’m glad they’re finally getting around to adding more of them. Perhaps we can get a few more dredge cars before some NPC fixes :P

Not sure what the goal was with all of this. It seems in poor taste to stealth change like this. We were quite shocked in our TS running into these changes today. I can only imagine these paths will be nearly unaccessible for PuGs now. A shame because HoTW is hardly played at all as it is.

Edit: xD that un-targetable/invuln. dredge car was quite an interesting scramble

One True God
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Posted by: Lindbur.2537

Lindbur.2537

Welp, it’s ANet. There’s always satire to write thanks to them, take heart.

A remnant of times past.
“Memories are nice, but that’s all they are.”

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Posted by: Embrace The Bold.7619

Embrace The Bold.7619

But the more important note is can we still here “NO NO NO” 15 thousand times?

The Sickest Guild NA

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Posted by: domness.6719

domness.6719

But the more important note is can we still here “NO NO NO” 15 thousand times?

Yes we can Confirmed after the patch.

“No no no. We should go to the armory. That’s where Zadorojny is likely to be.” x1231231241

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Posted by: Embrace The Bold.7619

Embrace The Bold.7619

But the more important note is can we still here “NO NO NO” 15 thousand times?

Yes we can Confirmed after the patch.

“No no no. We should go to the armory. That’s where Zadorojny is likely to be.” x1231231241

Welp this patch is 10/10 for me.

The Sickest Guild NA