New Dungeon Rules
I would give a thumbs up too.
Ran CM today with 2 low levels in the group. Normally CM is hard as it is with mobs spamming 25 stacks of bleed. This time we had to be extra careful pulling mob by mob. The boss fight was epic, especially when everyone died except for me and the warrior and the warrior had to kite (path 2) the plague form while I rezed… My favorite part though was the barrel carrying. In order to get the mobs attention of the 4 people setting up barrels we had a tank warrior pick up barrels and place them on the floor as fast as he could. All the mobs, having stupid AI, rushed to him to take those barrels and beat on him while we had just enough time to safely set up 5 barrels. It was a risk on the warriors side, but well worth it. For one thing it was pretty funny.
Tomorrow I’m running CoE, one of my all time favs.
I’m enjoying the increased difficulty. It really made pugging more memorable.
(edited by Mirta.5029)
I’m not enjoying it so much. While a proper challenge is a breath of fresh air, the change also shows a few terrible design choices. For one, aggro mechanics don’t make any sense. I did all three explorable paths in CM and there were times when I switched to melee weapons, spammed clones and practically jumped on a boss’s back in an attempt to get him off a downed teammate. He absolutely refused to acknowledge my existence.
There’s the part with the rocket cannons where my teammates and I were downed often. This I blame on us for a lack of coordination but when I was down, I tried using my 2nd ability. Even though it’s a phase retreat with a cloak and I was facing the cannons, it actually teleported me closer to them and didn’t give me the cloak! >.< Then was another time when I used the same skill, timing it so a boss’s attack should have missed. Instead it did a 90-degree turn, in midair, and hit me anyway!
And then there’s the part with all the cannons and snipers. I swear every last one of them were shooting at me, even though I was behind all my teammates and sometimes behind cliffsides when I needed to heal. This I can understand because I was very aggressive at the start of the fight but I never seemed to lose aggro! Two teammates were downed during that fight but I was downed no less than 5 times, even when I stopped attacking halfway through so I could hide and heal. In fact, my team’s lifebars barely moved when I broke line-of-sight so that tells me they were focused mainly on me.
Then the stupidest thing ever happened. I summoned an iWarden and tried to pull all the snipers towards it. Every freaking one of them popped up with “immune” status! I give props to the company that made my desk because it survived a vicious round of facefaults!
And archers that can attack WHILE blocking?! NO! Just…. NO!!
On a sidenote, I need someone from anet to explain to me how reviving an ally while no enemies are around is considered, “in combat”.
And last but not least, there’s the plague guy. Once he picks someone, he just doesn’t let up. That round was my turn. I used blink, phase retreat, nullfield and all my dodges (vigor is often on me because of my build) and he still downed me! Then as soon as I was downed, I had no less than 3 aoes spawn right on top of me. My team didn’t even have time to get close. Worst part about it all is he dropped absolutely nothing.
Don’t get me wrong. I actually like the waypoint change as it promotes more skill and adds tension to battles but there is a dire need for related systems to change to accommodate. First, we need a way to properly manipulate aggro so we can draw fire away from teammates that are downed. Second, if we are considered exploiting if we get free hits on bosses then there should NEVER be a situation where bosses can hit us and we can’t do jack about it. Either allow us to knock that boss out of deathshroud or the opportunity to stop him from entering it. For now, it would be a blessing to at least take his ridiculous speed buff away! If you won’t let us damage him for 10 seconds then running should be valid and encouraged option. Third, downed skills need to work right, period! When I blink, in air projectiles shouldn’t be able to follow. And if you won’t let me choose where I blink to then at least put me full range away from the enemies attacking me. Fourth, every single boss should drop a reward, especially main bosses. Fifth, block or attack, not both! Finally, what’s the point of having knockback and knockdown powers if, late game, everyone and their momma has stability?! That is booty! That is pure, hot, wet, nasty, stinking, standing-up-in-the-middle-of-the-road booty!
Exhales hard Okay, my rant is over. I feel better now.
For one, aggro mechanics don’t make any sense. I did all three explorable paths in CM and there were times when I switched to melee weapons, spammed clones and practically jumped on a boss’s back in an attempt to get him off a downed teammate. He absolutely refused to acknowledge my existence.
Ah.
I actually know the answer to that.
If you find yourself in a situation where you’re trying to grab the mob’s aggro off of a downed teammate, just start rezzing him. Mobs hate resurrection something fierce and even if you don’t generate enough hate to peel it off of him you’ll still be getting him up.
Great story. I do love how these changes have added a sense of ‘epic’ to the encounters.
I love the way the change brings sadness,despair and a urge to stab yourself with a fork when you die and spend the next 15m watching your corpse on the screen while your party kills the boss
Or doing alpha and wiping 10 times with a pug-fun times indeed
And then there’s the part with all the cannons and snipers. I swear every last one of them were shooting at me, even though I was behind all my teammates and sometimes behind cliffsides when I needed to heal. This I can understand because I was very aggressive at the start of the fight but I never seemed to lose aggro! Two teammates were downed during that fight but I was downed no less than 5 times, even when I stopped attacking halfway through so I could hide and heal. In fact, my team’s lifebars barely moved when I broke line-of-sight so that tells me they were focused mainly on me.
Then the stupidest thing ever happened. I summoned an iWarden and tried to pull all the snipers towards it. Every freaking one of them popped up with “immune” status! I give props to the company that made my desk because it survived a vicious round of facefaults!
And archers that can attack WHILE blocking?! NO! Just…. NO!!
Haha, yeah CM is interesting.
I haven’t run it much lately because it seems every PuG I join that wants to run them wants to cheat. Thankfully, when the cheating starts, it starts early in the dungeon so I can get out of there so I don’t waste their (okay, I don’t care about their time. I’m there to have fun and cheating is boring) time.
My main problem with CM though is…they’re Just. Bandits.
But if they’re just bandits, why are they like Terminators from the future!?! Not only can they take a trillion bullets to the head and still be alive, some are so kitten heavy they can’t be knocked and they are a kitten to stop once they get going. I mean, the most annoying thing I hate about some of those bandits is, if you pull them and they get low on health, they run away and aggro their buddies.
Cool AI and all, but our stuns, chills, immobilizes and such only last so long and these bandits that are apparently in danger of death and must flee can still take a couple hundred arrows to the back before they really do die.
Compared to some dungeons where your gear seems to scale nicely and you can actually kill mobs (CoF is a good example), these bandits are relatively unkillable and I wonder why we don’t just hire THEM to face the dragons.
Anyway, I’ll probably be doing dungeons today and hope SE (haven’t ran that since the change) will be drastically different. Do people still rush the bridge? Path 1 was always a kitten with uncoordinated groups too…