Inconsistency in stealth dungeon patches

Inconsistency in stealth dungeon patches

in Fractals, Dungeons & Raids

Posted by: Veckna.9621

Veckna.9621

I’ve been thinking just how moody ArenaNet’s stealth dungeon patches are, taking a look back at recent ones:

Ascalonian Catacombs: Spider Queen started to dish out poison fields even when the entire group was in melee range of it, which contributed to what I’d call a difficult increase in this boss for the average group.
In path 2, the flooded temple graveling breeder became unable to be damaged by spike traps, again increasing the difficulty of the event for the average group.

Twilight Arbor: The Nightmare Tree in the ‘up path’ would spawn a lot of seed mortar turrets very quickly. Although now it seems the spawn time of these turrets has been pushed back and not nearly as many as before are spawned, which has trivialized this encounter completely. This happened at the same time of the well documented ‘dumbing down’ of the early-game content.

So what is up with this inconsistency in the patches? Some appear to be implemented to make content not so challenging for players that have just reached the level of the respective instance (TA Up) and others appear to increase the difficulty just because reasons (AC).
Is a little bit of consistency too much to ask for?

Inconsistency in stealth dungeon patches

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Posted by: lordkrall.7241

lordkrall.7241

Wasn’t the TA one actually fixing a bug though?

Krall Bloodsword – Mesmer
Krall Peterson – Warrior
Piken Square

Inconsistency in stealth dungeon patches

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Posted by: oxtred.7658

oxtred.7658

The spider queen nerf was a community request, because it was an “exploit” to stack in melee range and not trigger some attacks. The graveling champ in p2 may be a design fix, as the champ wasn’t really a threat and had nothing particular. Anet likes to nerf Ta endbosses.
tl;dr: the difficulty spikes are either required by a lot of people in the community for a long time or just design changes; nerfs are either bug fixes ( alphard, that tree) or actual bugs ( yeah)

If you’re on EU and need help to get into dungeons, pm me.

Inconsistency in stealth dungeon patches

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Posted by: winterchillz.2564

winterchillz.2564

As of today – AC Path 3: The stacking corner at last boss is removed, instead there’s a very small corner. Guess they wanted to fix the LOS. Boss still gets LoS’ed there :’)

The TA change to the Nightmare tree was introduced with the 9/9 patch.

Cloud of Sparrows
Fluffiest Blood Legion Charr
“At least I die knowing my sisters are free”

Inconsistency in stealth dungeon patches

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Posted by: Jerus.4350

Jerus.4350

So another undocumented dungeon change…

God I need a rolling my eyes emoticon on this forum.

Not that I disagree with all or even most of these changes, just c’mon at least document them. How hard is typing “Ascalonian Catacombs path 3: eliminated a safe spot on the final fight.” done.

Inconsistency in stealth dungeon patches

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Posted by: winterchillz.2564

winterchillz.2564

SE pt3: Zadorojny and the mobs reset and become invulnerable if you try to pull them out of the room.

Cloud of Sparrows
Fluffiest Blood Legion Charr
“At least I die knowing my sisters are free”

Inconsistency in stealth dungeon patches

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Posted by: rainynoble.6531

rainynoble.6531

SE pt3: Zadorojny and the mobs reset and become invulnerable if you try to pull them out of the room.

People will just gonna stack them at the final boss spot then? unless that is also nerfed.

Inconsistency in stealth dungeon patches

in Fractals, Dungeons & Raids

Posted by: winterchillz.2564

winterchillz.2564

SE pt3: Zadorojny and the mobs reset and become invulnerable if you try to pull them out of the room.

People will just gonna stack them at the final boss spot then? unless that is also nerfed.

Or right outside the first door. Both are not nerfed. Though if you stack them outside the first door, you might get stuck into the wall.

Cloud of Sparrows
Fluffiest Blood Legion Charr
“At least I die knowing my sisters are free”

Inconsistency in stealth dungeon patches

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Posted by: Hyper Cutter.9376

Hyper Cutter.9376

Those seed mortars in TA Up hit stupidly hard and spawned in significant numbers, they needed to be fixed.

Inconsistency in stealth dungeon patches

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Posted by: lordkrall.7241

lordkrall.7241

Keep in mind that most of the undocumented changes does have to do with exploits, and those things are more or less never announced, in any game.

Krall Bloodsword – Mesmer
Krall Peterson – Warrior
Piken Square

Inconsistency in stealth dungeon patches

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Posted by: Jerus.4350

Jerus.4350

Those seed mortars in TA Up hit stupidly hard and spawned in significant numbers, they needed to be fixed.

Smoke Screen, Swirling Winds, Wall of Reflection, Feedback, Shield of the Avenger, Wardens, Temporal curtain traited, Whirling defense(whatever ranger one is called) etc…

Bring them, use them, rotate them, you’re safe.

People complain that support tools aren’t needed, then complain when they are useful…

Inconsistency in stealth dungeon patches

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Posted by: Jerus.4350

Jerus.4350

Keep in mind that most of the undocumented changes does have to do with exploits, and those things are more or less never announced, in any game.

They do. They don’t lay out full details but they reference the situation and let people know it’s been fixed. It’s not “Final boss of p3 had a safe spot where you could pull him to the corner to prevent the falling rocks” and instead just “Fixed a safe spot on the final boss of p3” or something like that.

Again, the changes don’t bother me, the fact that ANet refuses to simply type an extra sentence in the patch notes does.

Inconsistency in stealth dungeon patches

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Posted by: SkyFallsInThunder.8257

SkyFallsInThunder.8257

Keep in mind that most of the undocumented changes does have to do with exploits, and those things are more or less never announced, in any game.

They do. They don’t lay out full details but they reference the situation and let people know it’s been fixed. It’s not “Final boss of p3 had a safe spot where you could pull him to the corner to prevent the falling rocks” and instead just “Fixed a safe spot on the final boss of p3” or something like that.

Again, the changes don’t bother me, the fact that ANet refuses to simply type an extra sentence in the patch notes does.

This is especially sad and funny because there was a red post a few days ago about how people at ArenaNet are proud about their detailed patch notes…

Inconsistency in stealth dungeon patches

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Posted by: Jerus.4350

Jerus.4350

As of today – AC Path 3: The stacking corner at last boss is removed, instead there’s a very small corner. Guess they wanted to fix the LOS. Boss still gets LoS’ed there :’)

Gaile seems to have been pretty good about reading this area (which is great btw) if she does see this I hope she can consider it. This is a perfect example of why I really think you all need to bounce ideas off your players. I know the devs play, but do they play the same way many of us here do? I kinda doubt it. If they did they’d have seen the proposed change and laughed at whoever thought it up like we are right now. Spend the time to patch up the wall, but leave a little edge just enough to give us basically the same situation? Why? why are you wasting time?

NDA up some people, use them as a sounding board, and use that to your advantage.

It just literally pains me to see such misguided effort in a game where we’re constantly told you all don’t have the time to do much of what is wanted.

Inconsistency in stealth dungeon patches

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Posted by: RemiRome.8495

RemiRome.8495

So what p3 spot? The safespot that hopefully no one used anymore because it’s kittened or the fgs spot that hopefully no one used anymore because no fgs?

Inconsistency in stealth dungeon patches

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Posted by: Lord Kuru.3685

Lord Kuru.3685

They also stealth fixed a bug that caused Tazza’s clones in SEp1 to not attack (mesmer, for example).

On the other hand, they do have bug fixes that are stated as such (just not dungeon ones) in many patch notes. Seems they just have a general policy of never mentioning dungeons in the notes.

Inconsistency in stealth dungeon patches

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Posted by: Jerus.4350

Jerus.4350

Speaking of Tazza, I know her sidekick can stealth, but if you pull her far enough out of the room he backs off. Last night my group had her right on that line and thus her buddy didn’t attack, but, tazza was going stealth. I didn’t remember seeing the field I remember seeing when he would cause stealth so I’m wondering, with Tazza being a mesmer, is she now stealthing herself? Or were we jsut getting some odd behavior where the other guy was stealthing her but not attacking?