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Posted by: Grogba.6204

Grogba.6204

After spending the better part of 4 hours trying to finish the new fractal on CM the Patch killed our attempts but we were getting tired, too.

Let me begin by saying that I really enjoyed the fractal and the mechanics in CM so far, sadly we didn’t kill the final boss (best try was 12%) but that was mostly due to our group changing too much. Only three of us stayed from beginning to the end so we had to “relearn” the fight again and again with the new players joining us.

But enough of this.

First Boss:

Pretty straightforward, similar to his normal mode until after the first split at 66% when he gets a new attack and later roids out below 33%. I have a small complaint about his arena coverage attack that while it is telegraphed is sometimes hard to make out where he creates the save pizza slice.

We didn’t figure out what his phantoms do as he died pretty quickly. The “Xera-tower-phase” proved most deadly in the fight with people getting kicked off. (Shrug)

Second Boss:

Fight starts of rather intense which caught us off-guard the first time. I really like the soft-enrage added to the fight. I believe we encountered a bug during the splitphases because her clones created “marbles/orbs” that we could bounce alright but even when we did not do that we neither took dmg nor seemingly failed any mechanics. Not sure what was supposed to happen there.

Final Boss:

Where to begin? The fight is enjoyable but the RNG elements are too many or the fight is bugged in some way. We managed until 12% as stated but even then our attempts were riddled with weird things like:

- not starting to destroy plattforms until certain HP thresholds, other times as soon as the second split was done.

- Anomaly spawning without a bomb/green circle and the shield disappearing before the bomb/green circle appear. Othertimes the shield lingering for a good 20-30 seconds after such a phase.

- His Gaze behaving weirdly as far as I can tell. Sometimes players can look right at him and not get feared – No EftS, stability, distort on anyone -. On another occasion I turned around and still got feared.

- Orbs getting stuck on the sides of the Arena when overzealous players pushed them with no way for them to reset, leading to a wipe.

- Jumping his attacks yet still getting hit by them. I want to blame connection on this one though. At times I was on my descend after jumping and had a 50/50 chance of avoiding his next attack or not.

Worst one imo mechanics stacking: As far as we figured the fight consists of 6 phases 80/70/50/40/xx/15% of which two are “hard” switches as they despawn any mechanic currently in action.
The other phases become a hassle, surprisingly because of DPS reasons. If the group DPS is high enough you can likely hit 80% + orbs without spawning the third bomb, if your DPS is low_ish_ you will hit it after the third bomb. Problematic is the point where you get the orb phase while spawning a bomb/green at the same time.
Worse: We had tries where we ran into the problem that the boss remained active long into the orb phase leading to fun situations as:

> having to deal with the anomaly for the bomb
> dealing with the green circle
> pushing orbs/time limit due to boss %
> boss starting his fearing gaze at the same time
> boss covering part of the plattform with his [horizon slam] or agony/fire fields

all at the same time while other times he would just turn invulnerable and don’t do anything. This behavior only gets worse later into the fight where you can add “gravity-well-circle” and “disappearing plattforms” to the mix.
Controlled DPS might be the best solution here but that is weird compared to prior boss design. At times there is just so much kitten going on that Matthias looks like a walk in the park next to this guy.

But still an enjoyable fight.

(edited by Grogba.6204)

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Posted by: zealex.9410

zealex.9410

I kinda like that they take the chaotic aspect of matthias and just double it but true there are some buggs that make it not so enjoyable. But i wouldnt want tk see all the chaos go away. Mostly the unintented bugs.

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Posted by: Amineo.8951

Amineo.8951

I kinda like that they take the chaotic aspect of matthias and just double it but true there are some buggs that make it not so enjoyable. But i wouldnt want tk see all the chaos go away. Mostly the unintented bugs.

Fractals should not be harder than raids, even if it’s CM.

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Posted by: Sublimatio.6981

Sublimatio.6981

Fractals should be as hard as it gets especially in CM. Play lower level if you can’t take it

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Posted by: Amineo.8951

Amineo.8951

Fractals should be as hard as it gets especially in CM. Play lower level if you can’t take it

I completed everything except some CM in Wing 4, I just don’t think it’s a good idea to make fractals look like raids, especially when they were supposed to be mini-dungeons, now they’re slowly turning into mini-raids…

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Posted by: Vinceman.4572

Vinceman.4572

I agree, although I’m a big fan of raids and clear them every week + having done the CMs with different groups this new fractal is more a “mini raid” than a fractal and it’s very sad to see content turning into the same pattern with boss – boss – boss and focus on the mechanics instead of bringing back a little bit of dungeon or at least old fractal feeling.

Took me 3 runs of the dungeon to get the bug.

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Posted by: zealex.9410

zealex.9410

I kinda like that they take the chaotic aspect of matthias and just double it but true there are some buggs that make it not so enjoyable. But i wouldnt want tk see all the chaos go away. Mostly the unintented bugs.

Fractals should not be harder than raids, even if it’s CM.

who says that?

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Posted by: zealex.9410

zealex.9410

I agree, although I’m a big fan of raids and clear them every week + having done the CMs with different groups this new fractal is more a “mini raid” than a fractal and it’s very sad to see content turning into the same pattern with boss – boss – boss and focus on the mechanics instead of bringing back a little bit of dungeon or at least old fractal feeling.

Tbh i really dnt know what yu are on about normal mode fractalscan be that but cm are for a diff part of the player base and that part majorly said they like the 5 mnraids feeling these have. And besides ifyou can clear this and have a dcent dps at the end yoou are pretty much golden about getting in raids. I think this is more about ppl feeling bad tha tthe raid team didnt deliver as much and that the fractal team just makes it better and better with each release.

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Posted by: Vinceman.4572

Vinceman.4572

The usual fractals, at least the harder ones, not all should serve as a “stepping stone” into raids what has been said from Anet!
I think it’s ok to exclude CMs from that, nothing more.

Tbh i really dnt know what yu are on about normal mode fractalscan be that but cm are for a diff part of the player base and that part majorly said they like the 5 mnraids feeling these have. And besides ifyou can clear this and have a dcent dps at the end yoou are pretty much golden about getting in raids. I think this is more about ppl feeling bad tha tthe raid team didnt deliver as much and that the fractal team just makes it better and better with each release.

Like so many times you haven’t understood again. It’s the design I’m denouncing.

Took me 3 runs of the dungeon to get the bug.

(edited by Vinceman.4572)

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Posted by: Grogba.6204

Grogba.6204

To add to my OP.

One thing I particularly dislike about the final boss in the new CM is how utterly melee hating he becomes as the fight progresses. I know people said the same about Ensyloss (and look where we are now) but Arkk is much, much worse. While we hit 15% only a few times (best try 12%) I questioned myself at the time how any melee build could deal with all the mechanics making melee either overly difficult or outright impossible.

> No reaction time towards the shockware for the knockback
> Gravity well circle beginning at melee range and later getting so fast that even anticipating it becomes a challenge
> half the arena missing all the time later into the fight
> still keeping an eye out for the fear/bomb/green circle mechanic

and last but not least the superlaser attack, coupled with the remaining mechanics, just allows for a couple of hits in melee range while ranged players can continue to attack him with impunity.

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Posted by: zealex.9410

zealex.9410

The usual fractals, at least the harder ones, not all should serve as a “stepping stone” into raids what has been said from Anet!
I think it’s ok to exclude CMs from that, nothing more.

Tbh i really dnt know what yu are on about normal mode fractalscan be that but cm are for a diff part of the player base and that part majorly said they like the 5 mnraids feeling these have. And besides ifyou can clear this and have a dcent dps at the end yoou are pretty much golden about getting in raids. I think this is more about ppl feeling bad tha tthe raid team didnt deliver as much and that the fractal team just makes it better and better with each release.

Like so many times you haven’t understood again. It’s the design I’m denouncing.

I dont think all the fractals they made so far or reworked could justify as stepping stones. I the last 2 sure they are a pretty kitten big stepping stone but chaos , snowblind, Arcdivider and thaumanova. I dont believe could prepare you for your first raid run. (prob thaumanova if you diside to dps check the ouze without killing adds). Bot other than that most fractals got mechanics that they lacked in the first place.

Im not a native speaker so i might as well not understanding it in the correct way. But i believe the cm’s or at least imo were made to please the demographic that wants 5 man raids. I don believe these will teach you how to raid because they are too hard for that and with the tiered nature of fractals it makes sense they would like to take that to an extreme.

Now not sure what you are refering when saying old fractals i guess you mean urban? (Since i dont remember the old arcdivider fractal) But id say the new fractal isnt nececeraly a boss to boss to boss type of fractal. You get the interesting isntances with adds and traveling acros from island to island which break the ssomewhat monotonous boss to boss to boss wmindset w4 had.

As for reminding of dungeons sorry my friend but fractals could never do that dungeons were designed differently and through some mistakes that happened came to be this way fractals had a strong focus on tightness taking away freedom of roaming and doing your thing while ppl would low man the boss.

(edited by zealex.9410)

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Posted by: Vinceman.4572

Vinceman.4572

No, you’re wrong in so many points.

I dont think all the fractals they made so far or reworked could justify as stepping stones.
I the last 2 sure they are a pretty kitten big stepping stone but chaos , snowblind, Arcdivider and thaumanova. I dont believe could prepare you for your first raid run. (prob thaumanova if you diside to dps check the ouze without killing adds). Bot other than that most fractals got mechanics that they lacked in the first place.

The hardest ones are. You would know it if you would have followed their statements, like for example the ones to Swamp revamp.
We don’t speak about the easy ones, please at least start thinking.

Im not a native speaker so i might as well not understanding it in the correct way. But i believe the cm’s or at least imo were made to please the demographic that wants 5 man raids. I don believe these will teach you how to raid because they are too hard for that and with the tiered nature of fractals it makes sense they would like to take that to an extreme.

And again, you haven’t either read or understood my comment. I haven’t said anything against the CM. Please read properly and if you don’t get it, read again or look for someone to help you understanding.

Now not sure what you are refering when saying old fractals i guess you mean urban? (Since i dont remember the old arcdivider fractal) But id say the new fractal isnt nececeraly a boss to boss to boss type of fractal. You get the interesting isntances with adds and traveling acros from island to island which break the ssomewhat monotonous boss to boss to boss wmindset w4 had.

Not rly, it’s the exact thing you mentioned, a boss to boss instance with 0 to little interlude.

As for reminding of dungeons sorry my friend but fractals could never do that dungeons were designed differently and through some mistakes that happened came to be this way fractals had a strong focus on tightness taking away freedom of roaming and doing your thing while ppl would low man the boss.

Again, you haven’t understood/read properly. Look at the old fractals and then look at the new ones. It’s no science to notice that we have “usual” fractals except the older boss fractals like Mai & Molten Boss and with Chaos, Nightmare + the new one boss-to-boss-to-boss-fractals.
While I like Nightmare and I’m ok with Chaos although it’s only decent designed the direction is clear because it’s the same stuff over the last new inventions and that’s a sad and boring thing. Aetherblades and Underground show that it’s possible to make it different + not having heavy mechanic-focussed bossfights.

Took me 3 runs of the dungeon to get the bug.

(edited by Vinceman.4572)

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Posted by: zealex.9410

zealex.9410

No, you’re wrong in so many points.

I dont think all the fractals they made so far or reworked could justify as stepping stones.
I the last 2 sure they are a pretty kitten big stepping stone but chaos , snowblind, Arcdivider and thaumanova. I dont believe could prepare you for your first raid run. (prob thaumanova if you diside to dps check the ouze without killing adds). Bot other than that most fractals got mechanics that they lacked in the first place.

The hardest ones are. You would know it if you would have followed their statements, like for example the ones to Swamp revamp.
We don’t speak about the easy ones, please at least start thinking.

Im not a native speaker so i might as well not understanding it in the correct way. But i believe the cm’s or at least imo were made to please the demographic that wants 5 man raids. I don believe these will teach you how to raid because they are too hard for that and with the tiered nature of fractals it makes sense they would like to take that to an extreme.

And again, you haven’t either read or understood my comment. I haven’t said anything against the CM. Please read properly and if you don’t get it, read again or look for someone to help you understanding.

Now not sure what you are refering when saying old fractals i guess you mean urban? (Since i dont remember the old arcdivider fractal) But id say the new fractal isnt nececeraly a boss to boss to boss type of fractal. You get the interesting isntances with adds and traveling acros from island to island which break the ssomewhat monotonous boss to boss to boss wmindset w4 had.

Not rly, it’s the exact thing you mentioned, a boss to boss instance with 0 to little interlude.

As for reminding of dungeons sorry my friend but fractals could never do that dungeons were designed differently and through some mistakes that happened came to be this way fractals had a strong focus on tightness taking away freedom of roaming and doing your thing while ppl would low man the boss.

Again, you haven’t understood/read properly. Look at the old fractals and then look at the new ones. It’s no science to notice that we have “usual” fractals except the older boss fractals like Mai & Molten Boss and with Chaos, Nightmare + the new one boss-to-boss-to-boss-fractals.
While I like Nightmare and I’m ok with Chaos although it’s only decent designed the direction is clear because it’s the same stuff over the last new inventions and that’s a sad and boring thing. Aetherblades and Underground show that it’s possible to make it different + not having heavy mechanic-focussed bossfights.

Well for one i excuded swamp land which the specifically mentioned when they said stepping stone to raids. This one more to the arguement that says “ahh all fractals new are being rewarked to be like raids” which i dont find accurate.

That wasnt metioned tho for alot of the other reworks. Also true i agree that id love some underground facility like stuff where its alot more puzzles and events style encounters and less about the bosses.

I though you were bashing about the cm because the person above you kinda did and this is a thread about the cm. Sorry i missunderstood i suppose.

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Posted by: That Guy.5704

That Guy.5704

I like the new fractal including the CM. the first 2 bosses seemed pretty good, but I’d agree the last seemed a little buggy. The green circle would appear, fill and then disappear and then reappear immediately and fill again. I couldnt determine the exact mechanic of the green either because sometimes I’d be in the green and get nuked, sometimes outside and get nuked regardless of whether the other person with a bomb was in their bubble, but that may have been other things going on, so I wont fault that yet.

The orbs getting stuck on the edge is very frustrating, but leading them to their pillars and not trying to push them in tended to work, except when 1 person would get more than 1 orb. That needs to not happen. It doesnt happekittenax unless someone is down, but it was VERY often that the same person would get 2 orbs which really caused an issue.

Also, I dont think the cone aoe fixated attack should target either the person with the bomb or the person with the green

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Posted by: Grogba.6204

Grogba.6204

As far as we could tell, Orbs aggro on the closest player. But we had the same “bug” with the double greens, not sure what to make of it. We treated them as just another green.

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Posted by: zealex.9410

zealex.9410

Bugs i encoutered so far:

Orv stucking in the outer edges of the square and not moving.

Bomb spawning using the buble to soak it thee bomb spawning again without the shere to soak it this time.

Bomp spawning going in the shere but hte model of the sphere was issing (except the groun target of it) and the bomb went off despite me being inside it.

Also te gaze fear sometime doesnt fear you even if you look.

And the beam at the start of the 3r boss (which you need to hit to get the achievement) gets nulified by aegis ;-;.

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Posted by: AnariiUK.7409

AnariiUK.7409

I believe double orb aggro is just if one person happens to be closest to two orbs simultaneously. This can happen quite often if you walk directly to the corner of the room (It’s better to stand slightly to one side when they spawn).

For the greens, the first green that appears seems to do absolutely nothing. For the second green, the damage is spread out between all players in the green:

1 player = 80% damage
2 players = 40% damage each
3 players = 26.7% damage each
4 players = 20% damage each
5 players = 16% damage each

The weird thing is that the damage tick happens when the second green is 75% full, and it seems like there is absolutely no point staying in the green after that point. Especially since shared agony deals 10% damage per tick. Doesn’t seem like the damage can be distorted either.

I have a feeling the mechanic is bugged atm, guessing there’s only supposed to be one green with the damage tick occuring at the end, but the animation timings might be out of sync.

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Posted by: That Guy.5704

That Guy.5704

I believe double orb aggro is just if one person happens to be closest to two orbs simultaneously. This can happen quite often if you walk directly to the corner of the room (It’s better to stand slightly to one side when they spawn).

For the greens, the first green that appears seems to do absolutely nothing. For the second green, the damage is spread out between all players in the green:

1 player = 80% damage
2 players = 40% damage each
3 players = 26.7% damage each
4 players = 20% damage each
5 players = 16% damage each

The weird thing is that the damage tick happens when the second green is 75% full, and it seems like there is absolutely no point staying in the green after that point. Especially since shared agony deals 10% damage per tick. Doesn’t seem like the damage can be distorted either.

I have a feeling the mechanic is bugged atm, guessing there’s only supposed to be one green with the damage tick occuring at the end, but the animation timings might be out of sync.

that is exactly what causes the double orbs, but imo, it should still be changed so it cant happen.

thanks for the description of the green it would explain the near 1 shot when I had green on me but no one else was there.

Another weird interaction that we learned, If a mesmer has green on themselves and distorts, it seems to sort of distort the green effect as well so the green “misses” counting the others in the green. At least that what the mesmer in my group seemed to conclude.

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Posted by: Sublimatio.6981

Sublimatio.6981

telegraphs of the third boss are really badly designed – unintuitive and chaotic. nightmare CM clearly shows all attacks, boss animation provides knowledge of what is gonna happen. here you only got this asura aiming bazooka in the sky. then you get a green circle which asks you to avoid social interaction but in fact you need to stack together so this is contradictory and confusing as hell. i don’t enjoy it.

2nd boss great tho

1st boss boring, who likes xera split phases CMON

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Posted by: Orangensaft.7139

Orangensaft.7139

I agree, although I’m a big fan of raids and clear them every week + having done the CMs with different groups this new fractal is more a “mini raid” than a fractal and it’s very sad to see content turning into the same pattern with boss – boss – boss and focus on the mechanics instead of bringing back a little bit of dungeon or at least old fractal feeling.

i think its ok like that

but i too wished for some dungeon like content…
But in an actual dungeon

So we can have the 5man raid like hard fractals
but also the more relaxed dungeon endgame content that you could repeat over and over

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Posted by: DutchRiders.2871

DutchRiders.2871

The tiles start to disappear at different percentages. Our succesfull tries had the tile mechanic happening not at all or at like 10-20%. Regardless I feel the fractal is to chaotic once the tiles start disappearing.

Overall we found some mechanics buggy and in general the fractal had to much Visual noise.

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Posted by: zealex.9410

zealex.9410

The tiles start to disappear at different percentages. Our succesfull tries had the tile mechanic happening not at all or at like 10-20%. Regardless I feel the fractal is to chaotic once the tiles start disappearing.

Overall we found some mechanics buggy and in general the fractal had to much Visual noise.

I do believe thats an not really familiar with the encounter problem.

At first i found boss 1 and 2 chaotic but soon after realised that doing some importand jobs and ppl taking roles in the group will make the fight much less chaotic.

Id say that the first fight is too chaootc but i tried it today for the first time so idk i feel like more time i needed.

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Posted by: DutchRiders.2871

DutchRiders.2871

The tiles start to disappear at different percentages. Our succesfull tries had the tile mechanic happening not at all or at like 10-20%. Regardless I feel the fractal is to chaotic once the tiles start disappearing.

Overall we found some mechanics buggy and in general the fractal had to much Visual noise.

I do believe thats an not really familiar with the encounter problem.

At first i found boss 1 and 2 chaotic but soon after realised that doing some importand jobs and ppl taking roles in the group will make the fight much less chaotic.

Id say that the first fight is too chaootc but i tried it today for the first time so idk i feel like more time i needed.

The visual clutter makes the fight chaotic, it is not a matter of getting used to. At times you have 6/7 visual noisy mechanics flickering all over the screen. It is similar to all the visual noise happening just as you phase the CM Ensolys 15% treshhold and you get overlapping mechanics from both phases.

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Posted by: zealex.9410

zealex.9410

The tiles start to disappear at different percentages. Our succesfull tries had the tile mechanic happening not at all or at like 10-20%. Regardless I feel the fractal is to chaotic once the tiles start disappearing.

Overall we found some mechanics buggy and in general the fractal had to much Visual noise.

I do believe thats an not really familiar with the encounter problem.

At first i found boss 1 and 2 chaotic but soon after realised that doing some importand jobs and ppl taking roles in the group will make the fight much less chaotic.

Id say that the first fight is too chaootc but i tried it today for the first time so idk i feel like more time i needed.

The visual clutter makes the fight chaotic, it is not a matter of getting used to. At times you have 6/7 visual noisy mechanics flickering all over the screen. It is similar to all the visual noise happening just as you phase the CM Ensolys 15% treshhold and you get overlapping mechanics from both phases.

The 15% ensolys is a relaxing phase the kind of phase that tells you “oh you went throught the fight now chill” . I was told from ppl tht the tiles on arkk are bugged and they arent supposed to be dissapearing in random %

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Posted by: Grogba.6204

Grogba.6204

That is my biggest gripe so far as well. People I played with agreed that the visual clutter is really getting to you as the fight progresses. Ensyloss merely kittens with your vision, only danger at that point in the fight are the charging nightmares and killing yourself with Social Awkwardness.

Arkk however spams you with potential lethal attacks. Avoiding the Gaze while jumping the gravity well, avoiding landing on a disappearing tile while simultaneously doing the bomb mechanic, not standing in his horizon slam, not getting crisped by his agony fields AND having the solar blossoms appear really takes a toll on your ability to follow the fight.

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Posted by: Riathen.2641

Riathen.2641

I love the fractal. I think it’s great that the challenge mode is actually challenging. But after many hours with Arkk there are so many things that feel wrong, whether it’s bugged mechanics or poor implementation/programming.

My main issue being mechanic stacking.
He absolutely does not phase properly and you can get into situations where he continues doing his rotation into the pillar ball phase or the fight can become a complete clusterkitten when your group is trying to get an anomaly killed and everyone is trying to stack on the green while the floor is disappearing and he’s firing off a solar flare while his gravity well is going off.

I’m sure there are groups that can get through this fight despite all this but I don’t believe that the fight should have RNG or overlapping mechanics making it more difficult than any of the raid encounters. It’s unfun and makes doing it without a static next to impossible right now.

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Posted by: zealex.9410

zealex.9410

I love the fractal. I think it’s great that the challenge mode is actually challenging. But after many hours with Arkk there are so many things that feel wrong, whether it’s bugged mechanics or poor implementation/programming.

My main issue being mechanic stacking.
He absolutely does not phase properly and you can get into situations where he continues doing his rotation into the pillar ball phase or the fight can become a complete clusterkitten when your group is trying to get an anomaly killed and everyone is trying to stack on the green while the floor is disappearing and he’s firing off a solar flare while his gravity well is going off.

I’m sure there are groups that can get through this fight despite all this but I don’t believe that the fight should have RNG or overlapping mechanics making it more difficult than any of the raid encounters. It’s unfun and makes doing it without a static next to impossible right now.

Idk tbh i dont dislike the idea of frcatals not being harder than raids esp when the bar is as low as wing 4 but having tried arkk i can say rin is abit ovverwhelming. But then again the fractal is there it wont go anywhere so theeres no need to ruh for the clear.

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Posted by: Azoqu.8917

Azoqu.8917

Another inconsistency of this fight is the triple orb attack that bounces and leaves puddles. Mesmer feedback and Guardian Shield #5 do not destroy the projectile meanwhile CPC and swirling winds do. I am so confused at the inconsistencies with projectile destruction in this game, and then they add on that even the same type of destruction doesn’t work.

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Posted by: DutchRiders.2871

DutchRiders.2871

The tiles start to disappear at different percentages. Our succesfull tries had the tile mechanic happening not at all or at like 10-20%. Regardless I feel the fractal is to chaotic once the tiles start disappearing.

Overall we found some mechanics buggy and in general the fractal had to much Visual noise.

I do believe thats an not really familiar with the encounter problem.

At first i found boss 1 and 2 chaotic but soon after realised that doing some importand jobs and ppl taking roles in the group will make the fight much less chaotic.

Id say that the first fight is too chaootc but i tried it today for the first time so idk i feel like more time i needed.

The visual clutter makes the fight chaotic, it is not a matter of getting used to. At times you have 6/7 visual noisy mechanics flickering all over the screen. It is similar to all the visual noise happening just as you phase the CM Ensolys 15% treshhold and you get overlapping mechanics from both phases.

The 15% ensolys is a relaxing phase the kind of phase that tells you “oh you went throught the fight now chill” . I was told from ppl tht the tiles on arkk are bugged and they arent supposed to be dissapearing in random %

You are not getting what I’m saying, understand that my fractal group has it on farm pretty much now. There is obvious bugs with the fractal and more so I just dont like the visual clutter that is blinding my eyes. Ensolys sub 15% while easy, is also just a visual mess for me.

As far as the bugs go the phasing of the fight especially is just broken, yesterday we got a kill where we did get tiles starting from 40% and we did not get the 20% orb + Burn. Other kills you get no tile mechanic and you do get the burn at 20% essentially making the fight much more easy based on RNG.

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Posted by: zealex.9410

zealex.9410

The tiles start to disappear at different percentages. Our succesfull tries had the tile mechanic happening not at all or at like 10-20%. Regardless I feel the fractal is to chaotic once the tiles start disappearing.

Overall we found some mechanics buggy and in general the fractal had to much Visual noise.

I do believe thats an not really familiar with the encounter problem.

At first i found boss 1 and 2 chaotic but soon after realised that doing some importand jobs and ppl taking roles in the group will make the fight much less chaotic.

Id say that the first fight is too chaootc but i tried it today for the first time so idk i feel like more time i needed.

The visual clutter makes the fight chaotic, it is not a matter of getting used to. At times you have 6/7 visual noisy mechanics flickering all over the screen. It is similar to all the visual noise happening just as you phase the CM Ensolys 15% treshhold and you get overlapping mechanics from both phases.

The 15% ensolys is a relaxing phase the kind of phase that tells you “oh you went throught the fight now chill” . I was told from ppl tht the tiles on arkk are bugged and they arent supposed to be dissapearing in random %

You are not getting what I’m saying, understand that my fractal group has it on farm pretty much now. There is obvious bugs with the fractal and more so I just dont like the visual clutter that is blinding my eyes. Ensolys sub 15% while easy, is also just a visual mess for me.

As far as the bugs go the phasing of the fight especially is just broken, yesterday we got a kill where we did get tiles starting from 40% and we did not get the 20% orb + Burn. Other kills you get no tile mechanic and you do get the burn at 20% essentially making the fight much more easy based on RNG.

Thats just some bugs which im sure will be fixed. As for the clutter im not sure is such a huge issue when you can simply jump over the majority of the boss’ attacks.

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Posted by: Lahmia.2193

Lahmia.2193

Another inconsistency of this fight is the triple orb attack that bounces and leaves puddles. Mesmer feedback and Guardian Shield #5 do not destroy the projectile meanwhile CPC and swirling winds do. I am so confused at the inconsistencies with projectile destruction in this game, and then they add on that even the same type of destruction doesn’t work.

From what I’ve gleaned, the projectiles can only be blocked as they land. So CPC will not block projectiles if they are targeted at someone who is outside of the CPC ring. I can’t speak for other methods, as I have only used necro to block them but its best to get your party to stack around Arkk during this phase.

Surrender and serve me in life, or die and slave for me in death.

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Posted by: Miellyn.6847

Miellyn.6847

telegraphs of the third boss are really badly designed – unintuitive and chaotic. nightmare CM clearly shows all attacks, boss animation provides knowledge of what is gonna happen. here you only got this asura aiming bazooka in the sky. then you get a green circle which asks you to avoid social interaction but in fact you need to stack together so this is contradictory and confusing as hell. i don’t enjoy it.

2nd boss great tho

1st boss boring, who likes xera split phases CMON

The voice line about social interaction is for the bomb, not the green circle. Most tells are completly fine once you figured them out.

My main issue being mechanic stacking.
He absolutely does not phase properly and you can get into situations where he continues doing his rotation into the pillar ball phase or the fight can become a complete clusterkitten when your group is trying to get an anomaly killed and everyone is trying to stack on the green while the floor is disappearing and he’s firing off a solar flare while his gravity well is going off.

The stacking mechanics are the main part of the difficulty. Some of the mechanics are %-based, others are timed. You have pretty good control over the stacking mechanics.

Meena Wolfsgeist | Ranger
Ceana Mera | Mesmer
Indra Nebelklinge | Revenant

(edited by Miellyn.6847)

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Posted by: Samnang.1879

Samnang.1879

I love it. It’s so hard, attacks are random. I don’t know if anet read my suggestions, but the new 100cm is everything I hope for.

Thank you anet for creating this challenge!

Please nerf bag types instead of class skills!

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Posted by: felincyriac.5981

felincyriac.5981

it’s way too chaotic imo, they just couldn’t hold back with the number of ground attacks and other mechanics covering the whole arena.

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Posted by: Day Trooper.3605

Day Trooper.3605

Sometimes while meleeing Arkk I’m hit with this massive ~18k attack which I can’t pinpoint – anyone know what that is?

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Posted by: Sublimatio.6981

Sublimatio.6981

The voice line about social interaction is for the bomb, not the green circle. Most tells are completly fine once you figured them out.

i have all the mechanics figured out, my previous post was basically my “first impressions” and while i am familiar now, the criticism still stands. for a first timer the tells really are confusing as hell (unlike the first boss or nightmare cm etc)

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Posted by: Talindra.4958

Talindra.4958

I hvnt completed cm only done b1b2 on first day. Second day b1b2 &b3@30%. Dont hv a lot of time to play but generally I like it ..Really enjoy it.. it’s crazy esp b3 after I get all ap done not sure if I will repeat tho but I guess i would repeat only for the infusion the daily kill reward a bit not so attractive compare to effort to pug.

Champion Magus & Phantom, Demon’s Demise, The Archdesigner.
Death is Energy [DIE] – Gandara EU
Australia

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Posted by: Talindra.4958

Talindra.4958

I thought I would update my feedback…. I done it today finally got my tittle. Not the leave no heroes behind tittle tho… But it really hurts to play at 400 ave ping.. skill lags are more obvious in third boss. First and second boss was ok. Easy enough but skills extremely laggy at last boss. I hope something can be done. I’m not sure what effect or boss attack that triggers the lag.. sometimes special action skill don’t work

Champion Magus & Phantom, Demon’s Demise, The Archdesigner.
Death is Energy [DIE] – Gandara EU
Australia

(edited by Talindra.4958)