Dungeons and pulling enemyes

Dungeons and pulling enemyes

in Fractals, Dungeons & Raids

Posted by: SoulTaker.2093

SoulTaker.2093

Q:

Hi there, as the title says, are all the dungeones in all games, designed that way? I’ve been playing a lot of mmos, and eventually they all tend to the same, enemy pull 1 by 1, or stacking, dont think for a min that its just a GW2 thing only.

So thats my question, are players just being lazy? or is content that harder that cannot be beaten the “normal” way? Or its just playing smart that we dont rush all in a room with guns blazings and swords swinging?

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Posted by: Quin Marino.6384

Quin Marino.6384

If there are lots of enemies spread out in a room, then you can force them to bunch up by pulling them around a corner. This makes them much easier to kill as you can hit all of them with AoE damage, and this is the only real application for this strategy.

There used to be a skill that did insane damage when used against a wall (Fiery Rush), so back then it was common to try and pull bosses against walls, sometimes involving pulling them around bizarre corners. However, it has been nerfed, so generally there is no longer any reason to pull lone bosses away from their spawn point unless there are traps or other enemies nearby. Lots of players don’t understand this was the reason to pull them though and so will still do the same tactics expecting something special to happen lol.

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Posted by: Xcorpdog.2840

Xcorpdog.2840

So thats my question, are players just being lazy? or is content that harder that cannot be beaten the “normal” way? Or its just playing smart that we dont rush all in a room with guns blazings and swords swinging?

Lazy… eh not really, all it is, ai abuse that you see in basically every game ever. Any time an encounter can be made more manageable by dividing or grouping enemies it will be done. As far as smart, sometimes it can be smart other times the smarter thing is to use a pull skill to expedite the process ie. ghost-eater on his traps or a guard pulling a group of ~5 enemies together and the party nuking where the guard pulled them.

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Posted by: Jerus.4350

Jerus.4350

Hi there, as the title says, are all the dungeones in all games, designed that way? I’ve been playing a lot of mmos, and eventually they all tend to the same, enemy pull 1 by 1, or stacking, dont think for a min that its just a GW2 thing only.

So thats my question, are players just being lazy? or is content that harder that cannot be beaten the “normal” way? Or its just playing smart that we dont rush all in a room with guns blazings and swords swinging?

If you can save time doing so pretty much all of us in this subforum will opt to do it that way. That goes both ways. For example the SEp1 triple golem encounter. Most PUGs will use a little nook and pull them in using LoS. That however is much slower than using Guard/mez pulls to lump them together. So most here if we have it available will opt for the Binding Blade/Temporal Curtain.

So just depends. Fighting things that are firing from all direction just generally isn’t wanted.

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Posted by: Valkyrie.1794

Valkyrie.1794

Most of the time people use stacking in dungeons to group enemies together for cleave, to keep a boss from using a certain attack that would otherwise be used (Kholer in AC will “evade” to people if they are not in melee range, making the fight longer), and to ensure that boons are shared with the whole group. The last reason is why I don’t mind stacking in some situations. My guildies and I will stack might for the group, which helps the overall DPS and increases the speed of the run. Most enemies that are stacked for can easily be fought “normally”, it is just quicker to shove your face in the corner and flail strategically at the enemy until they’re all dead.

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Posted by: Talyn.3295

Talyn.3295

Pulling is intended, and it is helpful. Anytime you are going to fight its best to pick your ground. Doesn’t matter if its in the old FGS corners or in the middle of the room. The idea as has been said is to put as many foes into your AOE as possible, so you take less damage and move on faster.

If the devs didn’t want us pulling smaller groups off the lager ones, they could have set up the AI to all charge us when we try to pull a smaller group of mobs. I don’t think of it as lazy, I think of it as strategic

“We have now left Reason and Sanity Junction. Next stop, Looneyville.”

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Posted by: Vargamonth.2047

Vargamonth.2047

Just players taking advantage on a very limited AI on top of a probably not well planned map layout.

If some tactic makes things faster/easier, developers should expect players to use it. As long as they design encounters with that in mind, it shouldn’t be a big problem.

(edited by Vargamonth.2047)

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Posted by: spoj.9672

spoj.9672

Standard battle tactic. Lure enemies into kill zone and nuke the crap out of them.

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Posted by: Iris Ng.9845

Iris Ng.9845

Isn’t that like “Bait and Ambush”?

“Raids are like fortune cookies. You eat the cookie and then read the paper scraps.”

- doranduck, 2016 on Lore in Raids

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Posted by: NikeEU.7690

NikeEU.7690

When sports teams run a play, do they do it in an organized and deliberate manner? Or do they run straight ahead chaotically and hope for the best result?

[DnT]::Nike::
www.twitch.tv/nike_dnt

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Posted by: EcoRI.9273

EcoRI.9273

us navy seals cornerstack. Source: every war movie.

http://www.twitch.tv/eco_r_i
Wynd Cloud | Fierce N Licious

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Posted by: MAN.9046

MAN.9046

Hi there, as the title says, are all the dungeones in all games, designed that way?

If you’re talking about RPG’s in general (so including single player), I’m yet to play one where hiding in a corner and waiting for the mob to come to you works. If you’re talking about MMO’s then i wouldn’t know as I only played GW2.

RIP
FeelsBadMan

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Posted by: dlonie.6547

dlonie.6547

Its such a ecsploit and riuns my emmersion everytime the enmys and players all overlapd and mingld no thx

jus do it the rite way dumies

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Posted by: SoulTaker.2093

SoulTaker.2093

Thankyou for your answers, I personally think that is actually designed with this “tricks” in mind, if you remove the pillars from AC p2 last boss, or make the boss just to stay around the teleportation chamber at coe p2, delete the rocks near the 3 boss at arah p4, the gap to the right between a tree and the wall in TA fwd, that little hole at the left on the worms chamber at TA, etc, etc. If you do something with those spots, you eliminate the staking tactic, but somehow its like the dungeon is designed with those spots carefully placed.

But on the other hand, there are paths that dont have those spots, like HOTW story last boss, that fight is a guaranted wipe, CoF path 3 whit all those mobs and needing to coordinate with the team, or SE path 2 that isnt really hard but long, and I mean long because you almost cant skip mobs, and there arent stack spots.

So the thing is the devs making this sweetspots on purpose, the players beign lazy, or perhaps the dungeon beign way to difficult to do it normally, or the AI way dumb to fall in those tricks.
Anyways, like Ive said before, this “fashion” is present on almost every mmo, tera, c9, wow, l2, etc. Whats the truth here? Are we beign smarter than devs designs, or we are playing like its meant to be played.

(edited by SoulTaker.2093)