Low Level Dungeons should not be harder than High Level Dungeons
I think if the TA flowers stopped respawning, the fun level of TA would increase ten fold :P
At least make them stop respawning where I stand >.<
the dungeons are already easy enough as it is… why do you want to make them stupidly easier?
Not easier, just less tedious/frustrating.
Because they aren’t “easy”?
The Bees in TA for example. There is no reason for them to not have a waypoint before it. It’s just needlessly frustrating.
you can just have 1 person run the bees at a time and you can rez them as long as you dont get revealed
proper dodges wont get you killed in ac – just learn the mechanics and you’ll see how easy the dungeons are
flowers? bring condition removal or just kill them outright
flowers? bring condition removal or just kill them outright
The main problem for me is that they respawn where I stand, and go off before I have chance to kill them.
And my condition removal skill has a rather long cooldown =(
I agree that the first dungeons a player comes across are frustrating because the learning curve is high. I definitely agree, volatile blossoms need a change.
In response to Inverse’s comment: I am tired of people that consider any changes to the current content as making the dungeons “too easy”. Taking out unnecessarily frustrating parts of the game to make it more fun is a good thing.
Also, TA’s flowers need to be nerfed. At least let scepters one shot them kitten
Completely disagree. A lot of people see the flowers as a bad thing, but only the true strategists and veterans know the real utility of the volatile blossoms. :P
Fort Aspenwood
AC, the first dungeon, is rediculously harder then CoF, I find this mind boggling.
Also, TA’s flowers need to be nerfed. At least let scepters one shot them kitten
Completely disagree. A lot of people see the flowers as a bad thing, but only the true strategists and veterans know the real utility of the volatile blossoms. :P
There is no strategy to them. I’ve aquired over a thousand TA tokens, and they are a needless hassle. The only people who can clear them reasonably are staff guardians and shortbow thieves.
AC/TA are easy dungeons. They just suck the first time and that goes for most any dungeon to be honest.
Speaking mostly on TA.
TA flowers provide something no other dungeon has – easy super fast repsawning instant rally tools. Couple that with CC removal and you have tons of “lives” during the wurm fight. TBH I don’t even slot CC removal anymore aside from my trait that will auto do it if I have 2 conditions on me (unless I am doing F/F that is).
I do agree that the Bee’s need a waypoint though – for anyone that disagrees go do CoE explorable (Lvl 80 dungeon) which has a trap similar (instant death) has a nice WP set up RIGHT there. That’s how all traps should be handled. Also remove the armor penalty as any sane dungeon runner just strips themselves before doing these.
:Edit -
There is no strategy to them. I’ve aquired over a thousand TA tokens, and they are a needless hassle. The only people who can clear them reasonably are staff guardians and shortbow thieves.
Thats really the only thing about the flowers that suck – certain classes are better at clearing. BTW you missed Axe ranger as it bounces between blooms like crazy making it tons easier to run though (I PuG with my brothers ranger all the time).
(edited by Dead.7385)
Also, TA’s flowers need to be nerfed. At least let scepters one shot them kitten
Completely disagree. A lot of people see the flowers as a bad thing, but only the true strategists and veterans know the real utility of the volatile blossoms. :P
That would be true if they were not bugged.
I play a warrior. I can kill flowers with the longbow, a weapon I normally don’t use. The rifle won’t hit them – flowers that are obscured for the rifle are killable with the bow even though I don’t change position.
So I bring an extra bow that I bought for TA only.
And while elementalists, thieves, rangers or anyone with a “bouncing” attack have an easy time clearing the flowers, I have to shoot every one of them on its own. And because arrows take a tiny bit to reach their target, while one of them would kill a flower, the second is already on its way before the flower’s dead. So for me, it takes 2 GCDs to kill one flower.
But wait, there’s more!
Aside from the bow, there’s one reliable way to kill a flower: Sword ability 2 lets me jump on it and kill it before it’s triggered. Of course, the flower right next to the one I jumped on will be triggered. And what did I not mention as a reliable means to kill flowers? Exactly!
In downed state, flowers are almost always “obstructed” for me. Just as with the rifle, flowers that I should be able to hit are obscured most of the time. Easy rally? Yea, with a class for which the flowers are not completely, utterly bugged maybe.
I hate them with a vengence.
(edited by phooka.4295)
Also, TA’s flowers need to be nerfed. At least let scepters one shot them kitten
Completely disagree. A lot of people see the flowers as a bad thing, but only the true strategists and veterans know the real utility of the volatile blossoms. :P
There is no strategy to them. I’ve aquired over a thousand TA tokens, and they are a needless hassle. The only people who can clear them reasonably are staff guardians and shortbow thieves.
“Over a thousand TA tokens” (emphasis on the quotation marks) and not once did you see the utility of the volatile blossoms? Wow. You never learned then.
Fort Aspenwood
Disagree. AC is ezpz. TA is rough when you have bad people with you but if you run it more than 4 times you get the gist quite quickly.
I do agree, however, that TA needs SO many more waypoints. There is no reason why I should have to run three miles to get back to a spot that instakills me if I misstep. Also lower spawn rates of blossoms. No other nerf is necessary.