Fix the Twilight Arbor Forward/Up Path

Fix the Twilight Arbor Forward/Up Path

in Fractals, Dungeons & Raids

Posted by: Mad Queen Malafide.7512

Mad Queen Malafide.7512

While this looks like an amazing idea, can you imagine every path doable by 5 MF-gear wearers with 0 functioning brain cells? (Yes, I’m exaggerating)

That doesn’t have to be bad at all. As long as the dungeon itself is fun to do. Hell, everything up to the boss could be void of actual challenge. But as long as the process is entertaining, I’m all for it. I’d rather have easy dungeons that are a lot of fun, than hard dungeons that are dull and repetitive.

Sorrow’s Furnace was pretty easy for example. It didn’t take complex tactics. But man, was that place a lot of fun to do (and it looked cool too).

“Madness is just another way to view reality”
(https://www.youtube.com/watch?v=D-On3Ya0_4Y)

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Posted by: Duke Blackrose.4981

Duke Blackrose.4981

Two things need to happen:

1) Spiders need to despawn after each attempt. It should not be more of a hassle to keep trying than it is to restart the whole dungeon after one failed attempt.

2) The boss’s mechanics should be better conveyed. They don’t need to be changed – just better conveyed. There is no indication that the spiders are a dodge-able attack – yes he shakes his head, but there is no indication of a hitbox or a “dodge now” or even an “I should dodge this” to portray the mechanic. The very concept of dodging an add spawn is just silly – “Oh, they evaded, looks like my spiders can’t get here now. Well, **** me.”

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Posted by: rfdarko.4639

rfdarko.4639

Two things need to happen:

1) Spiders need to despawn after each attempt. It should not be more of a hassle to keep trying than it is to restart the whole dungeon after one failed attempt.

2) The boss’s mechanics should be better conveyed. They don’t need to be changed – just better conveyed. There is no indication that the spiders are a dodge-able attack – yes he shakes his head, but there is no indication of a hitbox or a “dodge now” or even an “I should dodge this” to portray the mechanic. The very concept of dodging an add spawn is just silly – “Oh, they evaded, looks like my spiders can’t get here now. Well, **** me.”

I agree with both of these, though I can see arguments for and against the second one. The shaking animation is not really something you would intuitively dodge, though there’s something to be said for fights that need to be learned rather than done successfuly the first time. If the fight was properly reset on wipe, it would be much easier to learn the boss mechanics, and they might not need to change it. On a personal level, tho, I wish the animation was something else, more similar to his slam attack.

guildless hobo who likes to solo – [x]

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Posted by: Mad Queen Malafide.7512

Mad Queen Malafide.7512

Anet just seems very bad at boss tells. If they want the boss to spawn spiders with a dodgeable attack, then give the players something visibly to dodge. This is the same problem as with Lupicus raising his hand and spawning a grub on top of you. You can memorize to dodge it, but there’s nothing visibly to dodge, and there should be. It’s simply not good boss design to give the players no visual cue that implies that dodging is needed.

“Madness is just another way to view reality”
(https://www.youtube.com/watch?v=D-On3Ya0_4Y)

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Posted by: mosspit.8936

mosspit.8936

So would you like a female voice saying “Please dodge in 5 seconds… Please dodge now”? Think GPS in cars.

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Posted by: swiftpaw.6397

swiftpaw.6397

So would you like a female voice saying “Please dodge in 5 seconds… Please dodge now”? Think GPS in cars.

I lol’d. I think he does.

Grandmaster Forum Mind Brain
|-Swiftpaw Sharpclaw [DnT]-|

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Posted by: xsquared.1926

xsquared.1926

They just need to let the spiders despawn after you wipe. It’s not a hard fight in general, but it can get a real bother once you failed it once or twice. At that point you might aswell reset the whole path and do it over again

Master Ruseman. Lv80 Mesmer 10/20/0/25/15
Boon Dispenser. Lv80 Guardian 15/25/0/20/10 Boom Dispenser – Lv80 Engineer 30/30/0/10/0
Chuck Thunderstruck – Lv 80 Ele 30/10/10/10/10

Fix the Twilight Arbor Forward/Up Path

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Posted by: Spiky Muffin.9180

Spiky Muffin.9180

i think he means something like that: the grub spawn animation could be lupi pointing to you sending a green beam that infects you. so actually an animation that makes the attack and need to dodge more visible.
this certainly could be nice but isnt needed since youll notice the connection between animation and consequence if you pay attention anyway

[rT]
Youtube"

(edited by Spiky Muffin.9180)

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Posted by: bartem.2731

bartem.2731

I just did this yesterday with a pug ranged. I was the only guardian (0/5/30/30/5) and noone else had reflects. We killed the npc first, killed few front spawning spider sets and turrets. Then one warrior rifled the tree while I tried to protect/heal him and four of us downed the occasional spiders/spider swarm. I don’t think we dodged all shakes well either. It took a bit but mostly we never neared a wipe. One guy even apologized for his play at the end for not knowing the boss enough as it was his first run.
I def had worse runs though so it depends on the group I guess.

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Posted by: Mad Queen Malafide.7512

Mad Queen Malafide.7512

i think he means something like that: the grub spawn animation could be lupi pointing to you sending a green beam that infects you. so actually an animation that makes the attack and need to dodge more visible.
this certainly could be nice but isnt needed since youll notice the connection between animation and consequence if you pay attention anyway

This is exactly what I mean. Action and consequence should be clear. For the record, I can beat Lupi just fine, but that’s because I memorized something that isn’t inherently clear to the player from just playing the game.

The connection between animation and consequence is often not clear, because you don’t see the grub right away. It is often obscured by other players. And since Lupicus is also spawning other creatures, most players do not make the connection between the animation, and the spawn of the grub. From a logical point of view it also doesn’t make sense. Interrupting a summon makes far better sense, than dodging a summon.

Add a beam, and it’s instantly clear.

“Madness is just another way to view reality”
(https://www.youtube.com/watch?v=D-On3Ya0_4Y)

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Posted by: colesy.8490

colesy.8490

I wish you’d get the hint that nobody wants giant neon lights saying “DODGE NOW” so stop harping on about it.

Sanctum of Rall (NA) – [LOD] – PvE/Dungeon Phantasm Mesmer build
Morrï (Mesmer) | Serah Mahariel (Guardian) | Morrï Mahariel (Warrior)
“colesy’s on rampage today. Slaying casuals left, right and centre” – spoj

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Posted by: Mad Queen Malafide.7512

Mad Queen Malafide.7512

I wish you’d get the hint that nobody wants giant neon lights saying “DODGE NOW” so stop harping on about it.

I wish you’d get the hint that that is NOT what I’m asking for. I’m asking for a clear connection between animation and consequence. It is boss design 101.

I do this for a living!

“Madness is just another way to view reality”
(https://www.youtube.com/watch?v=D-On3Ya0_4Y)

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Posted by: mosspit.8936

mosspit.8936

Clear connection between animation and consequence? Ok.
It is lacking with this F/U boss? Sure. I guess.
Do you know which animation is the one to look out for? Yes. The shaking one. Even though it is a poor animation for me.
So you know the tell to look out for, can you dodge it the next time you see it? BUT the animation is BAD!

F/U path have undergone some changes. Maybe with more I am not sure of since I came back from a 4month hiatus. Including the leaf method. Out of all these, I don’t even think the animation for that particular attack ever changed.

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Posted by: Duke Blackrose.4981

Duke Blackrose.4981

So would you like a female voice saying “Please dodge in 5 seconds… Please dodge now”? Think GPS in cars.

No. More like said vague headshake involving the tree shaking off pheromones to attract spiders to players they hit or something along those lines. Just an obvious cause and effect correlation that the average player can work out.

Because vague head shake only means something is happening. It doesn’t suggest that it can be dodged, stopped, or otherwise countered at that moment, nor does it tell you WHEN in said animation you should try to dodge, stop, or counter it. It simply summons spiders because it apparently can and somehow, for no logical reason, successfully dodging something that isn’t actually an attack equates to no spiders being spawned – it’s both illogical and unsatisfying on the player’s end.

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Posted by: Nike Porphyrogenita.8137

Nike Porphyrogenita.8137

Why not add an option on the options menu to have it auto-dodge for you when a boss does a big wind-up attack?

Death and Taxes [DnT]
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Posted by: AndrewSX.3794

AndrewSX.3794

https://forum-en.gw2archive.eu/forum/game/dungeons/TA-F-U-I-dont-even
https://forum-en.gw2archive.eu/forum/game/dungeons/TA-F-F-Up-need-nerfs
https://forum-en.gw2archive.eu/forum/game/dungeons/TA-F-U-literally-OP-tree
https://forum-en.gw2archive.eu/forum/game/dungeons/TA-F-U-boss-needs-some-love
https://forum-en.gw2archive.eu/forum/game/dungeons/Strife-here-doing-TA-F-U
https://forum-en.gw2archive.eu/forum/game/dungeons/TA-Spider-Tree-Boss
https://forum-en.gw2archive.eu/forum/game/dungeons/Twilight-Arbor-F-U-IMPOSSIBRU
https://forum-en.gw2archive.eu/forum/game/dungeons/Twilight-Arbor-Forward-Up-Bugged
https://forum-en.gw2archive.eu/forum/game/dungeons/TA-F-U-needs-spider-despawn
https://forum-en.gw2archive.eu/forum/game/dungeons/Twilight-Arbour-F-U-bugged
https://forum-en.gw2archive.eu/forum/game/dungeons/I-just-tried-TA-F-U
https://forum-en.gw2archive.eu/forum/game/dungeons/TA-Fw-Up
https://forum-en.gw2archive.eu/forum/game/dungeons/TA-Spider-Queen-Boss-Tree
https://forum-en.gw2archive.eu/forum/game/dungeons/Twilight-Arbor-Fw-Up-Boss-OP
https://forum-en.gw2archive.eu/forum/game/dungeons/TA-F-U-Needs-Nerf
https://forum-en.gw2archive.eu/forum/game/dungeons/Twilight-Arbor-F-U-Boss-1
https://forum-en.gw2archive.eu/forum/game/dungeons/TA-Path-3-Forward-and-Up-Final-Boss
https://forum-en.gw2archive.eu/forum/game/dungeons/nerf-TA-F-U-1
https://forum-en.gw2archive.eu/forum/game/dungeons/TA-F-U-last-boss-as-thief
https://forum-en.gw2archive.eu/forum/game/dungeons/TA-F-U-path
https://forum-en.gw2archive.eu/forum/game/dungeons/TA-F-U-naked-edition
https://forum-en.gw2archive.eu/forum/game/dungeons/Nerf-TA-F-U
https://forum-en.gw2archive.eu/forum/game/dungeons/TA-Where-did-all-the-spiders-come-from
https://forum-en.gw2archive.eu/forum/game/dungeons/Please-FIX-the-dungeon-Boss-Encounters
https://forum-en.gw2archive.eu/forum/game/dungeons/Twilight-Arbor-F-U-boss-solo
https://forum-en.gw2archive.eu/forum/game/dungeons/TA-F-U-naked-edition
https://forum-en.gw2archive.eu/forum/game/dungeons/TA-path-fwd-up
https://forum-en.gw2archive.eu/forum/game/dungeons/TA-F-U-Final-Boss-Question-Problem
https://forum-en.gw2archive.eu/forum/game/dungeons/Nice-TA-path3-kitten-up-there
https://forum-en.gw2archive.eu/forum/game/dungeons/TA-F-U-spiders-change
https://forum-en.gw2archive.eu/forum/game/dungeons/Issue-with-Twilight-Arbor-last-path
https://forum-en.gw2archive.eu/forum/game/dungeons/Twilight-Arbor-EXP-Forward-Up
https://forum-en.gw2archive.eu/forum/game/dungeons/What-s-up-with-all-the-ta-f-u-qq
https://forum-en.gw2archive.eu/forum/game/gw2/ANET-please-fix-TA-Forward-Up
https://forum-en.gw2archive.eu/forum/game/dungeons/Twilight-Arbor-bugged
https://forum-en.gw2archive.eu/forum/game/dungeons/Please-nerf-Twilight-Arbor-p3-Tree
https://forum-en.gw2archive.eu/forum/game/dungeons/TA-F-U-Only-rewards-1-gold/first#post2594499
https://forum-en.gw2archive.eu/forum/game/dungeons/Fix-the-Twilight-Arbor-Forward-Up-Path

In order to defeat the last boss of TA F/U, the best way to solo carry a horrible pug is to use a guardian and use this OP build, you will literally be able to roll your face on the keyboard and the boss will die along with all spiders.

It is sad that we have to use a broken ridiculously overbuffed set up to deal with this equally broken encounter but until anet fixes it it is the only way for us get the rewards we deserve.

Made my day

+1

Seafarer’s Rest EU – PvE/WvW – 8 × 80 chars.
Most used: Guard/Mes/War/Nec/Ele.
Yes, i use 5 chars at time. Because REASONS.

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Posted by: spoj.9672

spoj.9672

Why not add an option on the options menu to have it auto-dodge for you when a boss does a big wind-up attack?

That would prevent PVT players from playing how they want to and face tanking attacks.

Oh wait its optional. +1 to this idea, cant see anything wrong with having a lazy button.

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Posted by: Lemaign.3529

Lemaign.3529

I’m also surprised at the number of people defending this path. Bosses like this are neither intuitive nor fun.

People need to realize that we don’t want free loot, we don’t want easy-mode, we don’t want “giant neon dodge now” signs. We want encounters that are challenging and fun. This boss is neither, it just feels cheap. When you walk in for the first time without any prior knowledge of how the fight works you just wipe immediately and are left scratching your head. This would be fine if the game offered intuitive ways to figure out how the fight works, but it doesn’t. Instead you waste lots of time and repair costs dying over and over because the fight doesn’t provide clear visual feedback or reset properly, and you have no way of actually knowing this other than the fact that it just feels impossible. As a last ditch you’re forced to go to the forums, where the answer is “GET GUD.” Yeah, thanks community. An actual suggested strategy according to the official wiki is “If the party failed to take down the Nightmare Tree on the first try, restart the dungeon instance and try again.” How in the sweet hopping kitten is this okay? In what universe does resetting the instance still feel like being part of a world? Garbage like this pulls me right out of the experience, there’s absolutely no way it’s intentional, and if it is intentional it’s just plain sloppy.

I’m glad the rest of you (metagamers and class-appropriates) can beat this guy without any problems, but you need to admit that the fight shouldn’t work this way.

If the most successful way to beat an encounter revolves around forum scouring and meta-gamey strategies, it’s poorly designed. This fight is poorly designed. Period.

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Posted by: Lemaign.3529

Lemaign.3529

In order to defeat the last boss of TA F/U, the best way to solo carry a horrible pug is to use a guardian and use this OP build, you will literally be able to roll your face on the keyboard and the boss will die along with all spiders.

It is sad that we have to use a broken ridiculously overbuffed set up to deal with this equally broken encounter but until anet fixes it it is the only way for us get the rewards we deserve.

A lot of people seem to be championing this as more “L2P” nonsense, but Wukunlin is just explaining how to beat the fight in its current state. It is not a “working as intended, stop whining” post. Please don’t take it out of context.

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Posted by: Nike Porphyrogenita.8137

Nike Porphyrogenita.8137

How do you know it isn’t working as intended? Has a dev made an official statement like they did for Cliffside fractal? Why, exactly, is it wrong for at least one of the paths to have a somewhat challenging encounter? Why, do you contend, that the appropriate difficulty level of f/u is to be on par with the other paths? Isn’t it possible that the devs intended for it to be more difficult?

Death and Taxes [DnT]
http://www.twitch.tv/nike_dnt
DnT is Recruiting – http://www.dtguilds.com/

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Posted by: Pinch.4273

Pinch.4273

How do you know it isn’t working as intended? Has a dev made an official statement like they did for Cliffside fractal? Why, exactly, is it wrong for at least one of the paths to have a somewhat challenging encounter? Why, do you contend, that the appropriate difficulty level of f/u is to be on par with the other paths? Isn’t it possible that the devs intended for it to be more difficult?

The devs intend that if you don’t kill this your first attempt, you’re not allowed to kill it at all. That’s why the spiders don’t despawn, obviously.

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Posted by: rfdarko.4639

rfdarko.4639

Why not add an option on the options menu to have it auto-dodge for you when a boss does a big wind-up attack?

I wouldn’t even mind a subtler or shorter tell, I’d just prefer an action that seems like something I should dodge. It’s bizarre that because I rolled on the floor I prevented those dozens of spiders from descending from the trees as a tree shakes. It doesn’t read as a wind-up, if you know what I mean. But again if you could reset the boss properly, then it would be something you would learn. To me it feels like if lupi, on reset, maintained all the bug buffs you had let slip through. Yes, arguably, you shouldn’t have let the grubs slip past in the first place but I much prefer being given a “fair” second chance. I don’t see it taking away anything from the actual fight. Your welcome to disagree, I run with a lot of casual pugs so that probably colors my opinion.

guildless hobo who likes to solo – [x]

(edited by rfdarko.4639)

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Posted by: Duke Blackrose.4981

Duke Blackrose.4981

How do you know it isn’t working as intended? Has a dev made an official statement like they did for Cliffside fractal? Why, exactly, is it wrong for at least one of the paths to have a somewhat challenging encounter? Why, do you contend, that the appropriate difficulty level of f/u is to be on par with the other paths? Isn’t it possible that the devs intended for it to be more difficult?

The devs intend that if you don’t kill this your first attempt, you’re not allowed to kill it at all. That’s why the spiders don’t despawn, obviously.

If the devs intended for it to work this way, why does no other dungeon in the game function like this – not even elite content (Arah, high Fracs, etc.)? It has to be a design oversight – because a standard (even rather low level) dungeon with a one-attempt-only mechanic is both inconsistent and kittened design.

Especially given that part of the game’s design philosophy is experimenting with new strategies to overcome challenges that proved overwhelming with the last strategy. “Hold on guys, that last attempt wasn’t so great. Let me change over to x. Oh, and if our Mesmer equips these skills, it might work better.”

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Posted by: Nike Porphyrogenita.8137

Nike Porphyrogenita.8137

Why are you speculating about “intentions” is the point? Until they make a statement one way or the other there is no use in speculating about intentions. And I can think of at least two Arah encounters that have similarly unforgiving mechanics in the event of a wipe, plus the one fractal example I’ve already cited.

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Posted by: VoxShatterfall.5470

VoxShatterfall.5470

1) Spiders need to despawn after each attempt. It should not be more of a hassle to keep trying than it is to restart the whole dungeon after one failed attempt.

I agree with this – even if you retry the boss it takes like 5 – 10 mins to clear the adds before you can try again.

2) The boss’s mechanics should be better conveyed. They don’t need to be changed – just better conveyed. There is no indication that the spiders are a dodge-able attack – yes he shakes his head, but there is no indication of a hitbox or a “dodge now” or even an “I should dodge this” to portray the mechanic. The very concept of dodging an add spawn is just silly – “Oh, they evaded, looks like my spiders can’t get here now. Well, **** me.”

Red circles / reflex circles – that would help immensely.

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Posted by: stof.9341

stof.9341

The problem of that boss is much of what’s wrong with GW2.

Dodge is the first, dodge is evil. Dodge isn’t a dodge really. A dodge is some kind of quick movement skill that allows you to avoid an attack by not being there when it happens. Not in GW2.

In GW2, dodge is an invulnerability button with a movement side effect, and the movement part is often more a bother than it helps. Look at Subject Alpha where we fight him on a wall so that we can “dodge in place”.

So, the problem with TA F/U tree. The tree shakes, then a little later adds pop. What kind of alien logic is it that “dodging” would prevent the adds from spawning? None, which is why nobody does it. You don’t dodge out of some attack, you “make sure you are invulnerable at the moment the invisible projectile attack that spawns spiders hit you”.

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Posted by: The Mexican Cookie.3690

The Mexican Cookie.3690

Well done. You deserve it after taking the effort to adapt your strategy and keep trying, instead of giving up and being a poobutt baby on the forums. Congratulations^^

#LoveArrows2013, never forget.

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Posted by: Duke Blackrose.4981

Duke Blackrose.4981

Well done. You deserve it after taking the effort to adapt your strategy and keep trying, instead of giving up and being a poobutt baby on the forums. Congratulations^^

You realize that most of the complainers actually did attempt to adapt their strategy (and probably several times at that), right?

Hell, when I attempted it, my group was in there for about 2 hours and attempted about 10 different strategies, including the ones on the wiki. Nothing worked – why? Because the wiki page on the dungeon is crap and doesn’t even bother to discuss the specifics on the spider mechanic. How can one expect pug groups to reasonably complete this content (which as a low level dungeon was designed to be regular content) without all of the information available to them in either game animations or on the wiki?

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Posted by: The Mexican Cookie.3690

The Mexican Cookie.3690

Well done. You deserve it after taking the effort to adapt your strategy and keep trying, instead of giving up and being a poobutt baby on the forums. Congratulations^^

You realize that most of the complainers actually did attempt to adapt their strategy (and probably several times at that), right?

Hell, when I attempted it, my group was in there for about 2 hours and attempted about 10 different strategies, including the ones on the wiki. Nothing worked – why? Because the wiki page on the dungeon is crap and doesn’t even bother to discuss the specifics on the spider mechanic. How can one expect pug groups to reasonably complete this content (which as a low level dungeon was designed to be regular content) without all of the information available to them in either game animations or on the wiki?

If I go into an encounter, I assume it’s up to me to figure out how to do it. I don’t rely on any 3rd party, and I don’t rely on the other four people in my party. If I can’t figure it out myself, then I assume no one will. There is no rule that just because you’re running in a PUG group, that no one can figure out what is going on by themselves.

#LoveArrows2013, never forget.

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Posted by: Duke Blackrose.4981

Duke Blackrose.4981

Well done. You deserve it after taking the effort to adapt your strategy and keep trying, instead of giving up and being a poobutt baby on the forums. Congratulations^^

You realize that most of the complainers actually did attempt to adapt their strategy (and probably several times at that), right?

Hell, when I attempted it, my group was in there for about 2 hours and attempted about 10 different strategies, including the ones on the wiki. Nothing worked – why? Because the wiki page on the dungeon is crap and doesn’t even bother to discuss the specifics on the spider mechanic. How can one expect pug groups to reasonably complete this content (which as a low level dungeon was designed to be regular content) without all of the information available to them in either game animations or on the wiki?

If I go into an encounter, I assume it’s up to me to figure out how to do it. I don’t rely on any 3rd party, and I don’t rely on the other four people in my party. If I can’t figure it out myself, then I assume no one will. There is no rule that just because you’re running in a PUG group, that no one can figure out what is going on by themselves.

And (unlike every other dungeon boss in the entire game) this version of the Nightmare Tree does not have any effective conveying of his primary mechanic. There is little to no indication of what is actually happening, for reasons already discussed.

And this is perhaps the only mechanic in the entire game in which one person failing to dodge (including a Ranger’s pet) can directly hinder or even screw over their entire team. Now multiply that by every person who hasn’t yet figured out the incredibly vague mechanic in the dungeon (that is indeed so vague that the Wiki had no information on it) and you have a bad experience for a large majority of groups – THAT is why there are so many TA F/U threads.

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Posted by: The Mexican Cookie.3690

The Mexican Cookie.3690

I’m not claiming that the path is designed 100% perfectly, I don’t believe I ever claimed that. However coming to the forums and acting like spoiled children because you can’t complete a path and get your title is some serious next level stuff. The OP of this thread came to the forums with problems. Instead of staying on here complaining, he went out and kept trying. He earned his path completion and his title because of it. There’s no reason why everyone else can’t be like him.

#LoveArrows2013, never forget.

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Posted by: swiftpaw.6397

swiftpaw.6397

Omg this thread…. kitten my head is full of kitten. Thanks Obama.

Grandmaster Forum Mind Brain
|-Swiftpaw Sharpclaw [DnT]-|

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Posted by: ForGreatJustice.3452

ForGreatJustice.3452

I’m also surprised at the number of people defending this path. Bosses like this are neither intuitive nor fun.

Do you not SEE the yellow-green globs raining from the sky? Does you instinct tell you to get hit by them instead of dodge them? I’m sorry, but if it’s inherent for a player to not avoid kitten from a boss, circle or no circle, cue or no cue, tell or no tell, then the problem is the player NOT the encounter.

I will concede that the encounter should reset upon wipe. But I will not agree with an overhaul of the encounter.

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Posted by: Broadicea.8294

Broadicea.8294

Well done. You deserve it after taking the effort to adapt your strategy and keep trying, instead of giving up and being a poobutt baby on the forums. Congratulations^^

You realize that most of the complainers actually did attempt to adapt their strategy (and probably several times at that), right?

Hell, when I attempted it, my group was in there for about 2 hours and attempted about 10 different strategies, including the ones on the wiki. Nothing worked – why? Because the wiki page on the dungeon is crap and doesn’t even bother to discuss the specifics on the spider mechanic. How can one expect pug groups to reasonably complete this content (which as a low level dungeon was designed to be regular content) without all of the information available to them in either game animations or on the wiki?

The wiki is hosted by Anet but written by players. It is not an official instruction manual. It’s utter and complete kitten compared to the first game’s wiki, but if you want to fix that, edit something.

Retired. Too many casuals.

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Posted by: DigitalKirin.9714

DigitalKirin.9714

2) The boss’s mechanics should be better conveyed. They don’t need to be changed – just better conveyed. There is no indication that the spiders are a dodge-able attack – yes he shakes his head, but there is no indication of a hitbox or a “dodge now” or even an “I should dodge this” to portray the mechanic. The very concept of dodging an add spawn is just silly – “Oh, they evaded, looks like my spiders can’t get here now. Well, **** me.”

Strangely enough, if you look up after the tree shakes its head… you’ll see some green eggs flying at you.

Genevieve Talbot [NP] – Noble Phantasm on Stormbluff Isle

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Posted by: rfdarko.4639

rfdarko.4639

I’m not claiming that the path is designed 100% perfectly, I don’t believe I ever claimed that. However coming to the forums and acting like spoiled children because you can’t complete a path and get your title is some serious next level stuff. The OP of this thread came to the forums with problems. Instead of staying on here complaining, he went out and kept trying. He earned his path completion and his title because of it. There’s no reason why everyone else can’t be like him.

Dunno if you read the first page of this thread, but he did complain :/. in fact if you follow up on a lot of those “spoiled children” they also end up completing it. Facing that boss for the first time, it can feel impossible, and I think we antagonize a lot of people that are just genuinely frustrated. Yes, there are a few people that just want it easy, but reading through the threads it feels like there are a lot of people who started out just looking for help and turned sour because of the response they got. Maybe I’m too much of a softy for this sub forum, tho :p

guildless hobo who likes to solo – [x]

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Posted by: Mad Queen Malafide.7512

Mad Queen Malafide.7512

A lot of players are upset, not because a boss is too hard, but because the encounter feels unfair. It makes it seem like looking a strategy for the boss up on youtube or the wiki is almost a requirement. And a lot of them bring up some genuine honest and fair criticism regarding the nature of some of these encounters. I think it’s unfair to come down on these players, and call them a bunch of spoiled children. I think most players go into these dungeons, expecting to have fun, and not having much.

Some of my first dungeon runs left my guildies severely irritated by the repeated out-of-nowhere insta-kills, and the huge armor repair bill after each encounter. And just the drag of having to grind through these mobs with way too much health, only to reach yet another boss that instantly kills them in some arbitrary way. It left many guildies in a severely frustrated state of mind where they never wanted to do a dungeon ever again.

“Madness is just another way to view reality”
(https://www.youtube.com/watch?v=D-On3Ya0_4Y)

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Posted by: Blood Red Arachnid.2493

Blood Red Arachnid.2493

Having now attempted it twice, I do feel like the F/U path is too difficult. I haven’t managed to get past it myself yet.

The biggest problem is, the circumstances for success and failure are determined in the first 10 seconds, and by group composition when first formed. First group I had, they ran in to melee the boss, 2 dropped instantly and couldn’t be healed up from the tree’s attacks. Once that was failed, there was no way to try again.

No matter how hard we tried to pull the innumerable spiders around the corner to prevent more spiders from spawning, it didn’t work. An endless stream of high damaging mobs just kept coming our way, reflection and projectile destroying be darned. At that point, there was nothing to do. The spiders did too much damage, you couldn’t kill the spiders quicker than they spawned, and you couldn’t kill the tree quicker than the spider’s spawned. We tried stacking and using reflects + projectile destruction. We tried kiting and circling the tree. We tried having a designated kiter while everyone else DPsed the tree. We tried having one person fight the tree while everyone else fought off spiders. We tried dodging randomly when the tree shook to avoid spawning more spiders. When limitless blind fields, projectile reflection, and stacking heals + melee attacks wasn’t enough to get through the sea of spiders… then what is?

The second group I had didn’t stand a chance either. Mostly because no one in that group had DPS gear or even played in a manner that did effective damage. On my zerker + valkyrie thief, I was over a third of the team’s damage output. Literally. I tested this on archers, and my archer solo was at half HP by the time the rest of the group brought down their archer. And that… was accomplished with my auto attack. Yeah, that team could never beat the tree. When we got there, the team was slaughtered laughably and I was left kiting the tree while surrounded by hordes of spiders from every direction.

I suppose the biggest problem is that I am at a loss on how to handle this tree in a manner that doesn’t involve getting 1 mesmer + 4 berserkers together, running in and DPSing the tree down as fast as possible. Well sure, I know that works, but I don’t have the resources to pull that off. I can’t get in on that action, because I hybrid my berserker with valkyrie gear on my thief (50% crit rate. don’t need higher), and my other classes are engineer and necromancer. People tell me to dodge when the tree shakes so more don’t spawn, people tell me to pull spiders around the corner so more don’t spawn, and to use reflects, but none of that works.

I don’t have opinions. I only have facts I can’t adequately prove.

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Posted by: TheMaskedParadigm.3629

TheMaskedParadigm.3629

When the tree shakes, you dodge. The spiders won’t spawn.

Brazil
Youtube Channel – http://www.youtube.com/t3llularman

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Posted by: Blood Red Arachnid.2493

Blood Red Arachnid.2493

Do you dodge just before the tree shakes or in the middle of the tree shaking or the end of the tree shaking? Because none of those worked.

I don’t have opinions. I only have facts I can’t adequately prove.

(edited by Blood Red Arachnid.2493)

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Posted by: Delay.6908

Delay.6908

Do you dodge just before the tree shakes or in the middle of the tree shaking or the end of the tree shaking? Because none of those worked.

After he starts shaking this green “goo” will fall from the sky, these are actually the spider eggs iirc, you have to dodge those. So to be safe double dodge after he starts shaking and you should get some evades pop up, and if the NPC is dead and your whole party dodges well no spiders will spawn.

Dr Winston | [DnT]

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Posted by: TheMaskedParadigm.3629

TheMaskedParadigm.3629

He plants both of his fists on the ground, green smoke come out of him, and his back shakes.

Brazil
Youtube Channel – http://www.youtube.com/t3llularman

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Posted by: mosspit.8936

mosspit.8936

There are only 2 animations you need to taken note from the boss itself. As many have stated before me, if he plants his hand into the ground and shakes left and right, dodge. He got another animation where he stands up gradually on his hind legs and plants both hands into the ground but doesn’t shake. This will create an immobilize on a random member of the party.

I did not learn this from YT or guides. I observed its attacks and what they did. Fyi, the animations for the particular attacks is the same for as long as I can remember. The only difference is that the overall spider spawn mechanism was changed and somehow removed the limit on number of spider. At least this is what I think happened. Plus minor stuff like a few plant mortars added here and there.

The animations was the same, why only now you start to blame “bad” animations for inability to dodge?

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Posted by: OtakuDFifty.2965

OtakuDFifty.2965

Two things need to happen:

1) Spiders need to despawn after each attempt. It should not be more of a hassle to keep trying than it is to restart the whole dungeon after one failed attempt.

2) The boss’s mechanics should be better conveyed. They don’t need to be changed – just better conveyed. There is no indication that the spiders are a dodge-able attack – yes he shakes his head, but there is no indication of a hitbox or a “dodge now” or even an “I should dodge this” to portray the mechanic. The very concept of dodging an add spawn is just silly – “Oh, they evaded, looks like my spiders can’t get here now. Well, **** me.”

I agree with this, even though I have no problems with the boss. It frustrated me and my party for a long time, and the rest of my party left. I stayed behind to better understand the mechanics and eventually got to the point where I could solo it with my Ele.

I swear, the only way to beat this guy with a party (without a gimmick) is if every member of the party is competent enough to solo it. It’s manageable once you know what to do, but it isn’t terribly obvious to learn without guidance.

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Posted by: Vunter.6245

Vunter.6245

It really disappoints me that ArenaNet doesn’t feel its necessary to respond to this thread. If they intended to make this path so that if the group wipes they have to deal with 50 spiders then they should post in this thread; i seriously doubt that this was intended though.

This path is obviously causing many issues it would be nice to see a dev response. I understand they can’t / won’t respond to every thread. This is a perfect opportunity for them to respond to their player-base

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Posted by: TheMaskedParadigm.3629

TheMaskedParadigm.3629

It really disappoints me that ArenaNet doesn’t feel its necessary to respond to this thread. If they intended to make this path so that if the group wipes they have to deal with 50 spiders then they should post in this thread; i seriously doubt that this was intended though.

This path is obviously causing many issues it would be nice to see a dev response. I understand they can’t / won’t respond to every thread. This is a perfect opportunity for them to respond to their player-base

You must be new here. Anet doesn’t post in the dungeon forums anymore, probably because there is no dungeon team. There are also billions of TAFU threads that everyone completely ignores, even though they have all been replied to.

Brazil
Youtube Channel – http://www.youtube.com/t3llularman

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Posted by: Vunter.6245

Vunter.6245

It really disappoints me that ArenaNet doesn’t feel its necessary to respond to this thread. If they intended to make this path so that if the group wipes they have to deal with 50 spiders then they should post in this thread; i seriously doubt that this was intended though.

This path is obviously causing many issues it would be nice to see a dev response. I understand they can’t / won’t respond to every thread. This is a perfect opportunity for them to respond to their player-base

You must be new here. Anet doesn’t post in the dungeon forums anymore, probably because there is no dungeon team. There are also billions of TAFU threads that everyone completely ignores, even though they have all been replied to.

Yes I know this; hence my point. Its really irritating that they would decide to just completely ignore one of the biggest parts of the game.

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Posted by: swiftpaw.6397

swiftpaw.6397

It really disappoints me that ArenaNet doesn’t feel its necessary to respond to this thread. If they intended to make this path so that if the group wipes they have to deal with 50 spiders then they should post in this thread; i seriously doubt that this was intended though.

This path is obviously causing many issues it would be nice to see a dev response. I understand they can’t / won’t respond to every thread. This is a perfect opportunity for them to respond to their player-base

You must be new here. Anet doesn’t post in the dungeon forums anymore, probably because there is no dungeon team. There are also billions of TAFU threads that everyone completely ignores, even though they have all been replied to.

Yes I know this; hence my point. Its really irritating that they would decide to just completely ignore one of the biggest parts of the game.

Apparently all the casuals are into open world and temporary fad content. I’m not expecting much for dungeons in the future.

Grandmaster Forum Mind Brain
|-Swiftpaw Sharpclaw [DnT]-|

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Posted by: Vunter.6245

Vunter.6245

It really disappoints me that ArenaNet doesn’t feel its necessary to respond to this thread. If they intended to make this path so that if the group wipes they have to deal with 50 spiders then they should post in this thread; i seriously doubt that this was intended though.

This path is obviously causing many issues it would be nice to see a dev response. I understand they can’t / won’t respond to every thread. This is a perfect opportunity for them to respond to their player-base

You must be new here. Anet doesn’t post in the dungeon forums anymore, probably because there is no dungeon team. There are also billions of TAFU threads that everyone completely ignores, even though they have all been replied to.

Yes I know this; hence my point. Its really irritating that they would decide to just completely ignore one of the biggest parts of the game.

Apparently all the casuals are into open world and temporary fad content. I’m not expecting much for dungeons in the future.

Yeah i know they focus most of their content towards open-world casual player stuff but why even put dungeons in the game if they aren’t willing to support them. For instance with this particular dungeon path; they should have bug fixed it on their next most recent patch.

The whole reason why they changed this path was to prevent the player-base from ranging at the door hence why they made the tree auto-rez and have spiders spawn in large quantities. I don’t even care if they leave the mechanic as is and just ad a despawn mechanic to the path so if the group wipes the spiders despawn. Forcing the group to reset the entire instance is just plain lazy programming

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Posted by: mosspit.8936

mosspit.8936

It really disappoints me that ArenaNet doesn’t feel its necessary to respond to this thread. If they intended to make this path so that if the group wipes they have to deal with 50 spiders then they should post in this thread; i seriously doubt that this was intended though.

This path is obviously causing many issues it would be nice to see a dev response. I understand they can’t / won’t respond to every thread. This is a perfect opportunity for them to respond to their player-base

You must be new here. Anet doesn’t post in the dungeon forums anymore, probably because there is no dungeon team. There are also billions of TAFU threads that everyone completely ignores, even though they have all been replied to.

Yes I know this; hence my point. Its really irritating that they would decide to just completely ignore one of the biggest parts of the game.

Apparently all the casuals are into open world and temporary fad content. I’m not expecting much for dungeons in the future.

Yeah i know they focus most of their content towards open-world casual player stuff but why even put dungeons in the game if they aren’t willing to support them. For instance with this particular dungeon path; they should have bug fixed it on their next most recent patch.

The whole reason why they changed this path was to prevent the player-base from ranging at the door hence why they made the tree auto-rez and have spiders spawn in large quantities. I don’t even care if they leave the mechanic as is and just ad a despawn mechanic to the path so if the group wipes the spiders despawn. Forcing the group to reset the entire instance is just plain lazy programming

I think the “spider not despawning” is a slip-up. Glitches can still be found in dungeons, just that this one happen to affect boss mechanism.

Edit: Previously, the spiders did not despawn either. However, there was a limit to the number of spiders that can be spawned. So if you dragged the battle long enough, no more spiders would appear, even if you failed the dodges.

Right now, the limit is removed for whatever reason. And yes I agree that the spiders should despawn to accompany this change. However, this boss is still beatable after the initial party wipe. Either by ranging or kiting.

(edited by mosspit.8936)