Graveling Knockdown in AC
Remain the same. Use stability and dodge.
The knockdown is annoying, but something that can be dealt with. The repeated knockdowns where you’re juggled until dead, however, should be dealt with.
Remain the same. Use stability and dodge.
Stability/invulernability is bugged. Sometimes they work, sometimes they do not (atleast for the guardian).
Remember graveling scavengers before the patch? Well lets just say stun breakers couldn’t always save you.
Ever get kd’ed by a silver ranked graveling post patch? Notice how it is a one hit kd?
There was a huge nerf regarding kd and cheap deaths, and the current mobs that kd players are pretty easily dodged. In addition one stun breaker is able to get you up without the same graveling knocking you back down.
Remember graveling scavengers before the patch? Well lets just say stun breakers couldn’t always save you.
Ever get kd’ed by a silver ranked graveling post patch? Notice how it is a one hit kd?
There was a huge nerf regarding kd and cheap deaths, and the current mobs that kd players are pretty easily dodged. In addition one stun breaker is able to get you up without the same graveling knocking you back down.
Except when they don’t work. I can count many times when one of them leaped at me and I dodged as it was about to land and it seem to cancel the dodge animation and knocked me down regardless.
Everyone i know agrees, it’s easy to get knocked down, and even with all 3 utilities made for breaking stun/having stability/aegis, you can still get knocked down and killed before the kd is over.
This seems ridiculous to everyone I know, and despite everyone building around it, we all die similar deaths involving large salamaders.
Should this be fixed or nerfed or?
I actually do not agree, it’s easy to deal with the knock downs; dodge or when youre already down hit stun breaker / stun breaker+Stability.
those knockdowns have a pretty obvious tell.
Only time it kills you is when the player himself screws up.
If seasoned enough you do not even need stun breaker and stability in AC, stun breakers are there for when you find yourself in trouble.
Remain the same. Use stability and dodge.
Stability/invulernability is bugged. Sometimes they work, sometimes they do not (atleast for the guardian).
It’s not bugged
Invulnerability (renewed focus) for guardian is NOT a stun breaker.
you cannot break stun mid-air of a launch/blowout; activate break stun when youre flat on the ground and not bouncing.
(edited by Bread.7516)
What I hate most is the one that burrows. It knocks back when it returns to above ground (this is OK), but then it has another knock back right after it has returned to above ground (this is not OK). There’s not even an animation, it just sits there, but the player still gets knocked back.
There are a number of side issues with the gravelings that make them more difficult than just finding a dodge button. The leaps seem to have an aoe so if you go to revive someone you can easily get knocked down by a graveling leaping at the downed player. The leaps are far enough to come from off screen, again a problem if you have turned to look at a downed player perhaps. The walls of the caverns can force changes in the camera angles as you move. After the gravelings stop still and prepare for a leap they can they jump in any direction onto a moving target. Whilst this seems sensible to stop players running rings round the gravelings it does mean that players have to dodge every leap that might happen. Rangers pets are a good example of creatures that stop to perform an animation for their aoe attacks with a specific facing, meaning that they always miss a moving target. As previously mentioned you cannot break stun while mid air and the gravelings can kick you about so much that you don’t land before you are downed or dead.
The burrows fights are about momentum. If you have high dps you kill faster, you see less gravelings, you have to move/dodge less, you get further into the fight with your active boons, and so on. If you have to revive people then time is lost, more gravelings spawn, and everything gets harder and harder. This probably explains the disparity between the ‘AC is easy’ and the ‘never going back into any dungeon ever’ comments.
Just kite and dodge. I wiped out groups of the gravelings just by kiting and mashing the 1 key. Its that easy.
There are a number of side issues with the gravelings that make them more difficult than just finding a dodge button. The leaps seem to have an aoe so if you go to revive someone you can easily get knocked down by a graveling leaping at the downed player. The leaps are far enough to come from off screen, again a problem if you have turned to look at a downed player perhaps. The walls of the caverns can force changes in the camera angles as you move. After the gravelings stop still and prepare for a leap they can they jump in any direction onto a moving target. Whilst this seems sensible to stop players running rings round the gravelings it does mean that players have to dodge every leap that might happen. Rangers pets are a good example of creatures that stop to perform an animation for their aoe attacks with a specific facing, meaning that they always miss a moving target. As previously mentioned you cannot break stun while mid air and the gravelings can kick you about so much that you don’t land before you are downed or dead.
I don’t see these “problems” as a failing on the mechanic, i see it as the player’s own failing to be aware of his surroundings.
It’s not bugged
Invulnerability (renewed focus) for guardian is NOT a stun breaker.
you cannot break stun mid-air of a launch/blowout; activate break stun when youre flat on the ground and not bouncing.
What he meant was probably that “Stand Your Ground” does not break all kind of stuns (apart of stability, the tooltip states it also breaks stuns). It is confirmed in many other dungeons; “Save Yourselves” is a better stunbreaker to rely on.
Gravelings seem fine to me. I’ve died to them a few times, but no big deal. The only really offensive part of AC for me is the ghost eater room, which seems to bug out 80% of the time when you enter the area. Then there’s the ghost eater itself, which requires far too much coordination for the boss of the first explorable dungeon. Stick that in Arah or something, and clean up the trash mobs in there while you’re at it.
most important rule for these knockback pest: stay together on one spot an melee them (assist/maintarget the big ones, evrything else goes down in aoe pretty fast). they mostly burrow if there is a target for them outside.
using combofield mechanics helps too, e.g. chaos armor for all, retaliation for all, even extra-dmg thru combofields like condition-dmg with fire/bleed/poison.
it doesnt help at all if u have people not thinking outside their “hey im profession X with weapon Y, i dont have any closerange weapons i dont give kitten about it” box.
and dont forget to use omnoms for xtra-money (and xtra%mf on top^^) on trashloot! believe me its much gold out of one, e.g. AC, complete clear run.