Evolved Destroyer and
Why have this event at all? It’s INSANELY boring and slows the dungeon right down to a crawl. I avoid Path 3 just for this part.
Resident Thief
I did CoE yesterday for the first time.
I almost fell asleep during this part. The shield stays down for a full 10 seconds, so only two people can effectively stay down and do damage on this guy. It takes for eeeeever to kill him this way.
Either bloody up the time the shield stays down so the three on the lasers can come down. Or reduce his HP by 60%
And while I’m complaining about this dungeon anyway. Subject Alpha is about as unfun as it can be. It’s not really challenging, he just has too much effin HP! It takes forever to bring him down. So boring it hurts.
Dear Anet, make dungeons Fun instead of Unfun please. Giving monsters 12098312094y672198346 hp isn’t adding to the challenge nor is it adding to the fun.
Citadel has issues with tuning in general. This fight is really frustrating from the amount of CC chain that will randomly hit people – boss knockback into the shield rising to knockback into a falling dragon tooth while stuck in lava wrecking you is massively unfun – with no way to res, and a minute plus runback.
Alpha isn’t too bad, though he uses his abilities too often; they usually one shot knockdown, and get fired so fast that unless you go down in a big pile of melee for an instant revive, you’re going to be killed by the second volley 5 seconds later.
The run down is too long for the window the shield can stay down, and the window to take down the shield is too small and it’s pretty hard to notice if the other players are firing the laser. A bit too much timing for just one event that is repeated a bit too often.
It comes down to communication and organization. this is the fastest path for the people i run dungeons with, simply due to communication. We use voice com, which is obviously not feasible for pugs, which brings us back to what an explorable dungeon is. Is it for organized 5 man groups? or for random pick ups?
the destroyer fight is easy with communication and only takes about 4 or 5 shield rotations. we get 4 people into the shield each rotation, the last being a ranger that can hit from a ledge above. we manage to get out unscathed usually as well. when the shield starts flashing, just jump back up the pads and get back to the lasers.
Yea, but what I’d like is some sort of big indicator someone else started firing their laser. We should all know the strat, but we should not have to rely on external communications to execute them. These tools should be in game. The shield could stand to be down longer just so you spend more time fighting and less time climbing stairs and hopping platforms.