Excessive randomness ruins raids
Okay – so it sound like
1) Team are getting teleported – causing problem to either:
A) not meet eh dps requirement OR
B) not getting enough into the green circle or getting teleported out and then you are all wiping.
Let me give you a couple of hints about the blue Riggs :
The main boss will turn a full 360 degrees then place blue teleport rings under most party members feet which they can then move out of.
If a group of your party are going for the green circle get them to wait just outside it and go in a few seconds before it closes up so they are less likely to be teleported and can see the blue rings. The group going for the green rings (make it 5 people for safety) – ensure one of that group are giving swiftness to that party so you can reach it easier.
What other bits of the fight do you or your team need help with?
- Most groups prob spent like 7-20hrs learning each boss encounter until they could understand it and successfully kill it the first time.
Like everything it gets easier with more practice.
If you really notice teleports being inside the green field in every VG attempt you should try lottery.
It happens from time to time but not as often as you want us cause to believe. Also, the green circle is never completely filled so there is always room to step aside and still stand inside the green. If your party is not able to or too much focussed on dpsing the boss (tunnelvision) you should change and work on that. It’s more important to execute the mechanics at VG than doing damage because the timer is very forgiving.
I can tell you that those teleport fields inside the green ones are no problem in pug groups with communication. You just call them and the average player will take care without any problems at all.
The rng in dungeons and fractals is more terrible in comparison to raids.
(edited by Vinceman.4572)
OP, you should try out Matthias – that is true king of bad RNG. He can mark same raid member multiple times in a row with corruption, fields etc. so you have to run, except running is being punished very heavily during the fight. And even if you survived that, he just decides it is your time to get sacrificed, so you won’t even get chance to cast anything.
[Teef] guild :>
There’s very few random things in the raids that are actually problematic.
These complaints about RNG scream heavily of inexperience, not just in raids but within knowing your class and its limits and how to handle the situations.
Though I as a general rule agree that RNG is not desired in raids, I dont think any of the current raid bosses have RNG to a point where it become a problem (KC being the only one that is even close).
To the specific given ex. with VG blue in green circles, here is abit of help to how to solve it
Many dont know that you can block or invuln blue circles, you can however both, therefore any of the following things work:
1) Have a DH in the green group and have him use “Shield of courage” or “Retreat” just before the blue circles pop. this will block the telepor from happening.
2) Have a Chrono in the green group and have him use distortion just before blue circle pop, notice that he need to run the “Inspiring Distortion” trait from “Inspiration” traitline. If he also run “Blurred Inskription” from the “Domination” traitline, then he can just use a signet to trigger the distortion. Notice that the distortion only last 1 sec on allies so he need to use it just before blue pop.
3) Jump, if you jump when blue pop you still take the dmg from the blue circle, but you do not get teleportet. can be a last resort.
4) Blue always pop before green, so you can stay outside the circle and then fast walk in after blue have popped.
5) Ignore that specific green circle and stack close to the boss, then have 2 tempists use “Rebound” (1 temp pr. group), this way noone die from the missed green circle and your healer can fast heal you all back up to full hp.
6) Ignore that specific green circle and stack close to the boss, then have 2 chronos (1 in each group) use distortion just before green circle pop. Now you dont take any dmg from the missed green. Notice the same things as in 2) about distortion.
GL
The most annoying part is simply KC and its 2 randomly selected mechanics where one gives you more time to CC.
The sad part about that? Fixing it should be no problem. If anet uses normal coding it’s just changing one Integer to a slightly higher one. (Either the time the attack starts or the time the circles need to explode)
At VG, the blue teleport circles spawn under players.
Also you don’t have to be in the green circle until it’s almost expired.
Simply stand next to it then side step in when the inner circle is almost done.
Tell the rest of your raid to do this, and you’ll almost never get blue circles in the green circles ever again.
OR just side step the blue circles – they are much smaller than the green one.
Honestly it sounds like you have people who need to be replaced because they just aren’t learning the mechanics ( and some may be leaving to find other groups for this very reason). I do appreciate it’s a lot harder to tell who that is in 10-man content than 5-man content though. Especially without things like gear inspection/combat stats.
Advocate of learning and being a useful party member.
http://mythdragons.enjin.com/recruitment
I prefer randomness to encounters otherwise they become even more scripted and boring.
The only raid RNG I legitimately hate is at KC. The difference between getting bombs and phantasms is night and day, and honestly I think the phantasm phase should be made more threatening so that you actually have to deal with the mechanic instead of skipping it.
The only raid RNG I legitimately hate is at KC. The difference between getting bombs and phantasms is night and day, and honestly I think the phantasm phase should be made more threatening so that you actually have to deal with the mechanic instead of skipping it.
While KC RNG is annoying, the one that takes the cake for me was a time that I got sacrificed on Matthias halfway through the duration of my feedback to break the shield. That caused it to swap sides and killed someone due to the projectiles hitting.
As some one already mentioned above, the blue circle are always put right underneath players in the final phase so I wouldn’t call that RNG.