List of too EASY Dungeon paths/bugged. Need fix.

List of too EASY Dungeon paths/bugged. Need fix.

in Fractals, Dungeons & Raids

Posted by: DKP.4196

DKP.4196

Hi,

I think these dungeons need to be fixed by Anet. They are too easy. Easy as in, they can be speed cleared very quickly + the last boss is not challenging at all.

CoF Path 1
- The first boss with the fire whip is too easy to take down. The fire effigy that spawns constantly is pretty much ignored. Most parties just stand still, and range/melee rub the boss whilst the fire effigy just waves its arms around.
- The Part where we need to kill the acolytes to stop the execution of a NPC is too easy. Usually parties just kill the acolytes and jump about until the next group of acolytes spawn. This is just a kite fest, nobody even bothers with the extra mobs. This is an execution we are trying to stop right? I don’t feel the rush to stop it, I can even type /dance and dance for a while during this part.
- Final boss makes me want to sleep. Compared to what it used to be, this boss is a joke. Before, the party had to coordinate a mass dps with constant poisons on the boss + dodge constant crystals + boss attacks. The fire dot from the boss was a killer. We got multiple wipes left and right until we finally got a good sync with each other and killed the boss. Now this boss doesn’t even require poison, synced attacks, destroying crystals, dodging attacks, healing up and taking away the fire dots. The boss doesn’t even reach 25 stacks of healing anymore.

HoTW path 1-3
ALL the boss need to become more intelligent and stronger. They are too WEAK with a LOT of HP. Please make them stronger + smarter. The HP is fine if Anet just makes the boss smarter. The only interesting boss in this dungeon is the 2x quags + frost mage boss but hes also quite unintelligent for a boss. This needs to be fixed.

- The Butcher totems re-spawn too fast, and most parties just ignore them. Please make it so the totems must be taken care of? Make this boss more intelligent.

- The Traps in this dungeon isn’t even a trap.

AC Dungeon
- Its too repetitive. The same thing happens every 1-3 paths. Mounds appear, kill mounds, then spider, then traps, then random troll with spinning boss. And the troll is stronger than the spinning boss. Is this not supposed to be the EPIC City of Ascalon? Where the Charrs fought their war? I dont feel the power of the dungeon compared to the lore behind it.
- The last boss for all 3 paths are too easy. I think the boss itself is ok, but the surrounding mobs are not. Most groups just ignore more than half the breeders in the room, and kill the boss. On the Ghost Eating boss part, most parties just ignore the ooze. Whats the point in the ooze? How did some random ghost eater kill all the knights of Ascalon? Please make these ooze stronger, or something so they are noticed.
- I want my 5s from the champions, let me kill it! Stop the PUGs skipping half of the champions. Its good money and pays for my repair bills + greed.

CoE
- The giant lava room boss with lasers to take down his shield. Please fix this fight. The idea is epic but the actual fight is quite poor in comparison. Its too…passive and boring. Please try to fix this and make this fight action packed.
- Subject Alpha sometimes bugs out. There is a specific method that kinda works to bug out this boss, and it needs to be fixed. It makes the fights quite boring.
- The turret boss, with the 5 turrets? I forgot his name, its full of numbers but this boss fight is also quite fail. The boss needs to dish out more damage, or make the turrets worth attacking. This boss can also be ranged from a safe distance and not get hit.

Keep trying, or die trying. Never give up, never forgive. We will Desolate. – Desolation
Not A Message.

List of too EASY Dungeon paths/bugged. Need fix.

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Posted by: DKP.4196

DKP.4196

Arah
- 4th path final boss, blood stone, can be afk ranged. Isn’t this the final battle against this specific blood stones full power? Please make it feel like it is. The scenery seems a waste compared to what the dungeon offers for a challenge. The jungle part with gorillas can be completely ignored. The poison + stump boss with green stuff everywhere is an afk fest.
- Too much speed clears/skipping going on in this dungeon. I know its a long dungeon but its the last dungeon + hardest atm. Ofc its going to be long, and players should know that itll take time to finish this dungeon. I’ve heard people finish the Warden path within 20-40min. Please fix this speed clearing/skipping nonsense. It destroys the value of any Arah Items. Ive lost complete respect for CoF gear, and ive lost all respect for any Arah fully geared players. Most have just token farmed the dungeon, but not all have gotten the weapons yet. Please fix this asap.
- Lupicus needs to be fixed so the WHOLE arena is considered combat range. Its very demoralizing for PUGs to see lupicus reset at phase 2-3 because everyone stepped too far from Lupicus. Please fix this. Also make it so Lupicus cant be dragged otuside of the arena? I know that Lupicus does reset once it leaves the Arena, but it still doesnt stop some from trying to drag Lupicus to a waypoint. Even if it means Lupicus might reset multiple times. Its so much work to fix Lupicus so hes back in the Arena when someone tries to pull him out. I’ve joined groups where they were stuck at Lupicus, and I saw Lupicus half way up the steps outside the Arena.
- The steps outside Lupicus is currently completly ignored. Only the abominations + certain things are attacked to clear a quick easy path to Lupicus. Please fix this. This is just fail. I want loot from the mobs, and it doesnt take too long to clear the steps.
- The final area before the Mursaat path boss can also be run through and ignored.
- The Mursaat underwater area with the sharks are too buggy. Players get stuck in the walls. I always lead PUGs in this place, to show them where to go, but half of them always get stuck in the walls and its very annoying to try to get them out/run them back through the minefields.
- The Warden last boss Giants are completely ignored. The last boss fight is also very easy, both phase 1 and 2.
- The Varra path has many skippable contents, please fix this. I want to kill things, I want loot. I dont want to be called a noob when the team gets wiped because only half of us were trying to kill stuff while the other half runs through skipping everything.

Edit:
- During the Lupicus fight. Please make it so the grubs dont spawn on the NPC? Its quite common that the NPC like Randall melees Lupicus and gives free stacks of grubs to Lupicus.

TA
- Too much skippable content + last boss is still afk fest. Make me FEAR the nightmare tree not laugh at it. Make it do more epic stuff. Why do these strong nightmare generals devote themselves to this tree? Its so weak?
- Flowers/nightmare puppies. The flowers I read is being fixed. The puppy zerg is just in my way. Please fix this so there is a point to puppy zergs.

SE
- A lot of buggy content that needs to be fixed. Audio, Movement, display. Please re-test this dungeon and fix all of them. There is too much to list.
- Make this dungeon harder? There is too much speed clears, it makes it so easy.
- A lot of things that needs to be fixed in this dungeon. I cant even begin where to start, please just redo this dungeon. Make it better if possible Thank you.

Thank you for your time, and I hope a dev would read this so dungeons get improved. Please STOP the nerfing. Stop making dungeons easier to complete, either fix the content because its bugged or make them harder/add more challenges. Making dungeons easier is NOT the solution. Sometimes it feels like I paid for an EASY game . Not a game where I feel challenged, and can be proud of my accomplishments. Even if its a game, i still want my moneys worth + times worth. I don’t buy games to have an easy time completing it/playing.

Keep trying, or die trying. Never give up, never forgive. We will Desolate. – Desolation
Not A Message.

(edited by DKP.4196)

List of too EASY Dungeon paths/bugged. Need fix.

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Posted by: DKP.4196

DKP.4196

Forgot to mention CM.

- This dungeon I thought was ok, but I havnt really run the paths multiple times. I just do this dungeon when my friends ask which isnt often. What I did notice was that a lot of people try to skip a lot of content here + drag out certain boss’s. Like that shotgun boss. Most people skip the room full of silver mobs by going invis up to a ramp, then entering a small room. Then run off invis into the water. This needs to be fixed…

Keep trying, or die trying. Never give up, never forgive. We will Desolate. – Desolation
Not A Message.

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Posted by: Kravick.4906

Kravick.4906

Only thing I will disagree with you on is CoF path one final boss. Before it was impossible if you didn’t have a group of fully exoticed balls to the wall DPS traited characters. I do agree that its much to easy now. There needs to be a middle ground.

I completely 100% agree with you on HotW. I hate doing that dungeon. Its to easy and to boring. Half the amount of HP of the bosses but give them some real mechanics instead of 2 abilities and 64215937 million HP.

Stuff goes here.

List of too EASY Dungeon paths/bugged. Need fix.

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Posted by: DKP.4196

DKP.4196

Only thing I will disagree with you on is CoF path one final boss. Before it was impossible if you didn’t have a group of fully exoticed balls to the wall DPS traited characters. I do agree that its much to easy now. There needs to be a middle ground.

I completely 100% agree with you on HotW. I hate doing that dungeon. Its to easy and to boring. Half the amount of HP of the bosses but give them some real mechanics instead of 2 abilities and 64215937 million HP.

I agree, the previous CoF 1 last boss was quite the challenge. It was near impossible for most groups, and required a bit too much coordination to hope for in most PUGs. Something in between would be nice.

Keep trying, or die trying. Never give up, never forgive. We will Desolate. – Desolation
Not A Message.

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Posted by: Oh Snapalope.1378

Oh Snapalope.1378

The problem with CoF path 1 pre-nerf was that you needed a specific group set up or a lot of luck. Using a specific group set up was against their design philosophy. Also fix the bugs in AC where in all paths, the NPCs can get stuck.

List of too EASY Dungeon paths/bugged. Need fix.

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Posted by: Joxy.6879

Joxy.6879

First of all, you didn’t need a specific group setup for last boss in COF path 1 pre-nerf. You only needed someone that could apply chill and poison on the boss.
Giganticus Lupicus won’t reset if one person is hitting him. Clearly, he is reseting because no one in your group is hitting him.
Please, explain to me why do you want people to clear the entire room before Giganticus when the drops are awful?
Is this the first mmo you’ve ever played? Clearly skipping unecessary mobs is not new to mmo players.
You’re asking the dev to fix trash to make the dungeon harder? It makes absolutely no sense. An easy way to make a dungeon hard is to put enrage timers to bosses.

Edit: I really like how you forgot to mention Simin. Obviously the bruteforce way is the correct way right? the sparks and the circles around the statue are just for looks.

(edited by Joxy.6879)

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Posted by: DKP.4196

DKP.4196

First of all, you didn’t need a specific group setup for last boss in COF path 1 pre-nerf. You only needed someone that could apply chill and poison on the boss.
Giganticus Lupicus won’t reset if one person is hitting him. Clearly, he is reseting because no one in your group is hitting him.
Please, explain to me why do you want people to clear the entire room before Giganticus when the drops are awful?
Is this the first mmo you’ve ever played? Clearly skipping unecessary mobs is not new to mmo players.
You’re asking the dev to fix trash to make the dungeon harder? It makes absolutely no sense. An easy way to make a dungeon hard is to put enrage timers to bosses.

Edit: I really like how you forgot to mention Simin. Obviously the bruteforce way is the correct way right? the sparks and the circles around the statue are just for looks.

Ive done Simini the correct way with using the sparks. I actually think the sparks are supposed to be jumpy, but untill a dev says otherwise. I wont say the sparks are bugged.

Also, I have played other MMOs, WoW being one of them. BUT I have to say the way dungeons are built in Gw2 is not the same as WoW. In gw2 even the “trash” is part of the dungeon. They ARE the dungeon, as much as the boss. Also, to top it up. Ive actually gotten more rare loot from random “trash” in dungeons than the boss itself. Ive gotten exotic orange items from the boss, never a trash mob, but the chances are very low. Get why I want to clear trash mobs? And not skip them? Plus I get a lot of random 1s here and there on each “trash” squad.

About Lupicus, I want Anet to change the arena because Sometimes everyone in the group may be too far from lupicus to hit him because we just dodge rolled out of the aoe range/circles for 2 seconds. It doesnt happen often, that Lupicus resets, but it does happen. When it does, the PUGs get devistated and people tend to leave 1 by 1 as it happens over and over on some groups. Lupicus isnt hard, but this is a moral basher when this sort of thing happens. Plus I dont think it can hurt that the Arena itself that Lupicus is in can be considered one big fight pit.

Keep trying, or die trying. Never give up, never forgive. We will Desolate. – Desolation
Not A Message.

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Posted by: Joxy.6879

Joxy.6879

Lupicus doesn’t reset in 2secs just fyi. You can easily roll on the side too and still be in range to hit him so he doesn’t reset.

I am not talking about the sparks switching targets, I’m talking about the fact that you can just pull Simin outside of the room and kill her, which means completly ignoring the part where players have to trigger the circles around the statue. I believe the way dev intended players to do the sparks in the circles little puzzle and not just ignore it.

So, explain to me how the trash in wow is not the same as in gw2, I fail to understand the difference. How is gw2 trash part of the dungeon but not in wow?

(edited by Joxy.6879)

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Posted by: DKP.4196

DKP.4196

Lupicus doesn’t reset in 2secs just fyi. You can easily roll on the side too and still be in range to hit him so he doesn’t reset.

I am not talking about the sparks switching targets, I’m talking about the fact that you can just pull Simin outside of the room and kill her, which means completly ignoring the part where players have to trigger the circles around the statue. I believe the way dev intended players to do the sparks in the circles little puzzle and not just ignore it.

Yeah, well you dont even need to pull Simini out of the room. You can do that inside too. You can completely ignore the sparks, and just dps spam Simini by the altar if you want.

Also, I dont know the exact time it takes for Lupicus to reset, as I can only see my own screen. I am not posting on the forums to discuss the time it takes to reset Lupicus. I dont have problems killing Lupicus. I even wrote one of the first guides on Lupicus. I know what Im doing. I just think that this needs to be fixed for the PUGs. Its one fix that doesn’t make the fight easier, but more interesting. It feels like you are fighting in a fight pit and not in some random space in the dungeon.

Keep trying, or die trying. Never give up, never forgive. We will Desolate. – Desolation
Not A Message.

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Posted by: Xyrm.5602

Xyrm.5602

- Flowers/nightmare puppies. The flowers I read is being fixed. The puppy zerg is just in my way. Please fix this so there is a point to puppy zergs.

How are the flowers being fixed? Anyone have a link to the dev post?

My Stealthy Thief:

http://tinyurl.com/adjw3ww

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Posted by: DKP.4196

DKP.4196

- Flowers/nightmare puppies. The flowers I read is being fixed. The puppy zerg is just in my way. Please fix this so there is a point to puppy zergs.

How are the flowers being fixed? Anyone have a link to the dev post?

Some weapons/class cant hit the flowers. For example, a warrior rifle cant hit the flowers. The devs are aware of this bug is all I read about somewhere. Its somewhere in the “Dungeon” part of the forum aka this part:P

Keep trying, or die trying. Never give up, never forgive. We will Desolate. – Desolation
Not A Message.

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Posted by: Xyrm.5602

Xyrm.5602

Ah. I was hoping they would reduce the spawn rate or something… at this point they are not a skill check but rather a complete nuisance, and the only effective way to clear them is with a guardian using a staff. As a mesmer I can kill them easily enough with GS or STaff, but these attack SLOWLY. Shortbow rangers/thieves have a better time, but again, it’s just ANNOYING.

My Stealthy Thief:

http://tinyurl.com/adjw3ww

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Posted by: Plunder.8195

Plunder.8195

CM butler-path, final boss way too easy. Just stands there :S.

Some thought provoking quote

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Posted by: Akasuki Murakami.1634

Akasuki Murakami.1634

I’m sorry but no. I and I’m sure others who do not play computer games every waking hour want dungeon paths to be two hours long and excruciatingly difficult or search for hours to create a meta build party just for 60 tokens. People already play with an elitist attitude not taking new players who have not done the dungeon a few times already and by making them harder it will only encourage this more. I think a few dungeons sould be made easier with how much grind they need to get a full set. I also agree they sould be more difficult for elitist PvE’ers who would rather spend there time in PvE and not PvP. This can be done by introducing a (Opt In-Out) Hardcore Mode like they added in the original Guild Wars, with a higher reward. Most people who want to PvP only want to spend the least time gearing and don’t want to grind PvE forever.

I will give an example, in this example I will be using Citadel of Flame and gearing my Ranger. People never used to do path one and three because it took so long. After path one boss was made easier people started doing path one now. No one does path three still so finding a party for path three is near impossible. Path two Maggs chamber was made harder to curb speed running, now sometimes in pick up groups the partys wipe several times and you have a player who gives up and leaves the party, if you can’t fill his spot you have wasted 20mins for nothing. So you have path one and two you can do daily for 120 tokens.

My Ranger needs a total of 2670 tokens for my glass cannon CoF set, 1290 for the weapons and another 1380 for the armor. This equals 45 runs of path one and two and 23 days. Say a run takes 20-40 minutes with a 30 minute average, that’s 1335 minutes or 22.25 hours. This time does NOT include time spent sitting in Lion’s Arch or Fireheart Rise looking for a party, nor does it include the pre events to open the dungeon or failed time spent because a group member who has to leave in the middle and force you to quit and retry with a new party.

This is way to much grind for me and I do not enjoy it one bit. For you PvE elitists who want a harder dungeon ask for a Hardcore Mode because some of us don’t want it. I did look up how many tokens it takes for the set on wiki. If my math is off a bit on the rest I’m sorry I did it in my head while writing this. I believe everything is correct though beside a few numbers I rounded off, if not please feel obligated to correct me because I’m not going to waste the time.

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Posted by: Xyrm.5602

Xyrm.5602

@Akasuki

If all you’re interested in is getting gear for stats, farming for gold/mats and having a friend craft it for you is by far the most efficient way. Dungeon running is really a labor of love for the skins more than anything else. Why run Arah 3+ times for berserker’s stats gear, when you could craft that piece for less than 2g in materials? (Which you can easily farm for 30 minutes of effort each day just gathering orichalcum, or a little longer farming Cursed Shore events with some MF).

My Stealthy Thief:

http://tinyurl.com/adjw3ww

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Posted by: kuroi.5467

kuroi.5467

really important thread, especially for HotW. i found that the hardest parts of SE are often skipable (especially in path 3).

but for real, i can honestly say i’ve ran 2/3 of HotW while i was falling asleep.

what can we do to the bosses to make them tougher ?

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Posted by: DKP.4196

DKP.4196

really important thread, especially for HotW. i found that the hardest parts of SE are often skipable (especially in path 3).

but for real, i can honestly say i’ve ran 2/3 of HotW while i was falling asleep.

what can we do to the bosses to make them tougher ?

Make the boss smarter. They seem bulky and dumb. More mobility/spells/effects. Reduce HP, make Totems/Ads a threat are some of the few steps the community wants to see I think. Im sure the Anet dev team can think up a couple more with a cookie box to think over;)

Keep trying, or die trying. Never give up, never forgive. We will Desolate. – Desolation
Not A Message.

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Posted by: ZombiesTT.3619

ZombiesTT.3619

So basically you’re saying to make all dungeons harder.

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Posted by: Strifey.7215

Strifey.7215

Pretty much every single dungeon has skippable mobs, that’s just the way it goes. No one wants to fight silver trash with high hp for no reason.

Guard/War/Mesmer and Dungeon Guides:
https://www.youtube.com/user/strife025

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Posted by: DKP.4196

DKP.4196

So basically you’re saying to make all dungeons harder.

Yes and no. Dungeons need fixing, and rethinks when it comes to making them more challenging. Some dungeons were fixed, but some paths were made incredibly easy whilst others became bugged/flawed.

Massive amounts of content in Dungeons are either being skipped/ ignored. This needs to be fixed.

Keep trying, or die trying. Never give up, never forgive. We will Desolate. – Desolation
Not A Message.

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Posted by: zechizen.4320

zechizen.4320

You’ve got to think about majority of players instead of asking for your elitist version of dungeons to be implemented. If you want a hardcore mode for higher rewards, ask for hardcore mode. I know Akasuki already talked about it but I feel it’s important enough to repeat it. If you make all dungeons harder like you suggested, it will become much harder to find parties to do dungeons especially since we don’t even have a dungeon finder system. As an example, hardly anyone run cof path 1 before nerf and now more people are running it. Isn’t it good for the game to have more people accessing more contents? I am sure hardcore players won’t want to continue playing the game when majority of casual players leave the game when they can’t do any dungeon because they are too hard and too long.

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Posted by: omgwtflolbbl.7142

omgwtflolbbl.7142

I don’t really care one way or another about people skipping mobs. If my pug wants to skip, I’ll skip, if they want to kill them all, I’m good with that, too. The major problem with trash mobs is that there isn’t all that much incentive to fight them if it isn’t necessary to. Sure, you can say that they have a chance to drop good loot, but honestly it’s the same loot as you can find anywhere else and more plentifully, like with some mindless half afk zerging in Orr. If the developers want to stop people from skipping, they need to either make it mandatory to fight them (like wih gated areas or whatever) or actually make them appealing to fight. Again, though, I honestly don’t really care how they go about it.

Bosses, however, do need some significant revisions. I should not be afking in the middle of a boss fight while not really even worrying about dying. A big health pool does not make a boss fight. I’m okay wih it if the first big boss fight or so of an explorable mode is fairly simple and easy to overcome with minimal thinking and brute force, but final bosses should all feel like thy pose major threat and require some good thinking and strategy to overcome. You pointed out vallog, which I agree with you on: he sucks. Who seriously thought he was anything close to sufficient as a final boss of a dungeon?

Oh look out, he’s casting a fireball that does really crappy damage.
Oh look out, he’s casting a projectile reflecting spell.
Oh look out, he’s casting a Pbaoe that does crappy damage and knocks you back.

I’m pretty sure the only reason people ever get downed during this fight is because they’re ranged and fell asleep while attacking the guy, resulting in them accidentally killing themselves while they dozed off and stopped paying attention.

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Posted by: DKP.4196

DKP.4196

@Zechizen I am not asking for a hardcore mode. These are simple modes to stop the noob mode they are on right now. How is making a boss more active an elitist view of making a dungeon OP for the casual mass? It just makes a dungeon become more dungeon like.

Is it good for more players to access more content? I dont see having easy content worth accessing. TA last boss? CoF 1 last boss? I dont even want to argue.

Keep trying, or die trying. Never give up, never forgive. We will Desolate. – Desolation
Not A Message.