Please remove the ledge in SE p3

Please remove the ledge in SE p3

in Fractals, Dungeons & Raids

Posted by: SundayTrash.9562

SundayTrash.9562

Please remove the ledge in SE p3 during the carrier part. I am seriously ppl just stand there and spam 1 without mob hitting back, isn’t that kind of exploit.

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Posted by: SundayTrash.9562

SundayTrash.9562

also fix the barrier in SE p1

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Posted by: Woljnir.7810

Woljnir.7810

Oh, look. Another “I don’t like such and such therefore it needs to be removed/changed” topic on an MMO message board.

The ledge is not an exploit at all. We don’t program the game. It’s not our fault the Dredge don’t run up the ramp to attack us. Most people could care less about dungeons. All they are are zergs for tokens. Anet themselves turned them into that by not adding new ones periodically. Nobody has time for trash that doesn’t drop anything. Nobody has time for bosses that take 10 minutes to kill for only blues and greens. Nobody has time to kill the carrier on the ground when you can safely range it from the ledge. Don’t like it I’d advise using the LFG option to see if anyone else wants to join you in fighting it on the ground. Otherwise coming here to complain about it and ask it to be changed is just stupid. It’s not going to happen. They closed off the one hallway in CoF 1 and it didn’t change a kitten thing. People still OOC on the other side of the room. Dungeons have been this way for so long that they are past the point of being fixed.

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Posted by: Miku Lawrence.6329

Miku Lawrence.6329

Nobody has time to kill the carrier on the ground when you can safely range it from the ledge.

Nobody has kittening time to range it when you can just melee it.

Snow Crows [SC]

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Posted by: petrocksteve.8653

petrocksteve.8653

I found that even with PUGs, if a guardian/mesmer/etc has enough absorbs/reflects, it is faster to melee the carrier. I wouldn’t be surprised if it is faster even without projectile defense, just go until you die then respawn and continue.

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Posted by: kokiman.2364

kokiman.2364

also fix the barrier in SE p1

Also fix LoS abuses

GuildWars 2

Currently playing Heart of Thorns.

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Posted by: maha.7902

maha.7902

Oh, look. Another “I don’t like such and such therefore it needs to be removed/changed” topic on an MMO message board.

The ledge is not an exploit at all. We don’t program the game. It’s not our fault the Dredge don’t run up the ramp to attack us. Most people could care less about dungeons. All they are are zergs for tokens. Anet themselves turned them into that by not adding new ones periodically. Nobody has time for trash that doesn’t drop anything. Nobody has time for bosses that take 10 minutes to kill for only blues and greens. Nobody has time to kill the carrier on the ground when you can safely range it from the ledge. Don’t like it I’d advise using the LFG option to see if anyone else wants to join you in fighting it on the ground. Otherwise coming here to complain about it and ask it to be changed is just stupid. It’s not going to happen. They closed off the one hallway in CoF 1 and it didn’t change a kitten thing. People still OOC on the other side of the room. Dungeons have been this way for so long that they are past the point of being fixed.

The ledge is stupid as hell. Remove it.

Serah Mahariel – Death and Taxes

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Posted by: WGuardian.1028

WGuardian.1028

I don’t get it…where is the problem? Ledge is there for people who want to use it. If you don’t want then say so in party chat and if all agree feel free to kill it in melee. but if they don’t agree then you have option to leave party or go on ledge.

And yes, killing it in melee is much faster but you will need at least 1 guardian with WoR and shield of the avenger and 5 points in Virtues line. And ofc without meta dps build you will just die in melee cause of CD on reflect if u dont have ele/mesmer/other guardian.

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Posted by: Haishao.6851

Haishao.6851

Make all dungeons a wide flat room with monsters that respawn 2 every time you kill 1.

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Posted by: Acotje.5689

Acotje.5689

I just ping WoR an SotA, most of my PUG’s stay with me and mellee.

Hello darkness, my old friend.

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Posted by: Purple Miku.7032

Purple Miku.7032

Anybody here that doesn’t think that being able to huddle up in a corner and spam autoattack with a ranged weapon safely is terrible design – you’re crazy. In a bad way. Did you also think it was fine for them to let us safely autoattack the ancient ooze on that coral branch in Arah P1 before they fixed it?

OP didn’t really give a good reason for changing anything about the encounter but it’s pretty obvious that it’s horrible as it is.

I think instead of removing the ledge they should remove the kitten carrier and maybe make that champion drop a key to open the door to proceed. Unfortunately that would probably be out of the scope of their ability to do, rofl. Too much work!

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Posted by: Phil.7903

Phil.7903

In my opinion the tank should have hp of tequatl and retaliation

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Posted by: Talyn.3295

Talyn.3295

It is faster to just melee it down. Still I don’t have an issue with it as it is. Ledges, bridges, rocks and other objects in the dungeon’s add character. It would look kind silly if the whole place was flat and boring just to prevent people from stacking or form using Line of sight.

Fixing mob AI would go a long way to avoid what some precise as an “exploit.” I don’t like the dredge clown cars at all. At least the one in fractals isn’t as big of a pain as it used to be.

“We have now left Reason and Sanity Junction. Next stop, Looneyville.”

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Posted by: Jerus.4350

Jerus.4350

While I agree it’s lame going off the devs last descriptions of what an exploit was I’m pretty sure this falls under bad design instead of an exploit. It’s not a safespot because what you’re trying to kill (the cart) isn’t unable to get to you, it simply doesn’t move by design… and doesn’t attack. The Dredge do attack, but they also properly go invulnerable when unable to get to you. They aren’t your target though so it simply doesn’t matter.

So realistically it’s just a poorly designed event nothing is working incorrectly, it’s just pretty boring and lame.

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Posted by: frifox.5283

frifox.5283

Make all dungeons a wide flat room with monsters that respawn 2 every time you kill 1.

In my opinion the tank should have hp of tequatl and retaliation

So evil. I like that.

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Posted by: Tom Yzf.5872

Tom Yzf.5872

I agree Miku, that ledge is just as bad as the people safespotting on coral for Ancient Ooze. It is pretty silly.

And of course it is an exploit. You are attacking while the dredge cannot attack you back. Textbook exploit as defined by Anet.

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Posted by: Jerus.4350

Jerus.4350

I agree Miku, that ledge is just as bad as the people safespotting on coral for Ancient Ooze. It is pretty silly.

And of course it is an exploit. You are attacking while the dredge cannot attack you back. Textbook exploit as defined by Anet.

But… you aren’t attacking the dredge.

That said again it’s lame, and I’m not against it being addressed at all, just thought it was worth noting that technically it’s not really safe spotting according to the devs post a while back.

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Posted by: Tom Yzf.5872

Tom Yzf.5872

I would agree you’re technically right.

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Posted by: Artemis Thuras.8795

Artemis Thuras.8795

I found that even with PUGs, if a guardian/mesmer/etc has enough absorbs/reflects, it is faster to melee the carrier. I wouldn’t be surprised if it is faster even without projectile defense, just go until you die then respawn and continue.

Don’t wreck all the adds with aoes (aim off adds, but on the back/ doorway of the carrier). Then carrier won’t dig down and pop up again if you don’t kill them too quickly.
Also, with smokescreen, wall of reflection, sheild of the avenger, sanctuary, another smoke, then another wall of reflect. Guard could also go shield offhand to buy extra time for skill CD. Carrier should be dead. If in a pug with low dps, try to bring a mesmer or focus ele for temporal/feedback or swirling winds. That’ll typically buy enough time for smoke/wor/shield to be off cooldown.

That being said, we train newbies up for dungeons, and they typically dont have full exo zerk gear right away so.. We occasionally quite often have a wipe/respawn. It is still far faster than ranging. Just make sure everyone is on the same page, full dps (aside from projectile stoppers), even in downed. Trying to heal would actually slow things down tbh.

Co-Leader of The Mythical Dragons [MYTH],
Advocate of learning and being a useful party member.
http://mythdragons.enjin.com/recruitment

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Posted by: petrocksteve.8653

petrocksteve.8653

The PUGs I’m with don’t always have the classes to maintain the projectile defense. That said, I should get on my gaurdian some time and practice the SE fights (I’ve been playing warrior primarily in dungeons).

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Posted by: Alilinke.7690

Alilinke.7690

Yes please! It’s so annoying when I fin myself in a party with 2 Guardians in the party, but they’d rather afk auto attack then do anything that requires even the smallest bit of coordination.

[nA] Professional Guild Hall Decorator

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Posted by: TheFamster.7806

TheFamster.7806

The thing is GW2 has become casual and “I’ll play my way no matter what game” that if ledges in SE p3 are patched, PUGs will stop doing the dungeons. Pugs already have trouble learning what reflects are and they constantly kick people for trying to help them. That said, I agree that ledge in SE p3 should be gone because anet shouldn’t babysit Pugs anymore and actually make them learn the proper and effective strategy.

Tour

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Posted by: RemiRome.8495

RemiRome.8495

Did you also think it was fine for them to let us safely autoattack the ancient ooze on that coral branch in Arah P1 before they fixed it?

as bad as the people safespotting on coral for Ancient Ooze. It is pretty silly.

Leave my friend out of this. He doesn’t know any better.

Thank you kindly.

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Posted by: Purple Miku.7032

Purple Miku.7032

Did you also think it was fine for them to let us safely autoattack the ancient ooze on that coral branch in Arah P1 before they fixed it?

as bad as the people safespotting on coral for Ancient Ooze. It is pretty silly.

Leave my friend out of this. He doesn’t know any better.

Thank you kindly.

ooze_is_pacifist.png

:3

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Posted by: Stooperdale.3560

Stooperdale.3560

The AI for the mobs has not been good enough in the past to fight in areas like this room in SE3. It would be good for the game in general if the AI and pathing was improved so mobs can fight in complex areas, rather than new areas being designed as featureless circles (like rooms in the Tower of Nightmares).

If players did have to fight beside the car then they would do it. Someone would work out basic tactics that could be used by PUGs. It isn’t drastically different from the dredge car in fractals.

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Posted by: Tman.6349

Tman.6349

They did kind of fix this in a round about way. Now instead of running around aimlessly, the Dredge stand between the two afk spots and the Carrier and draw ‘invulnerable’ on projectiles. Not really a fix per se but I noticed the change after 9/9.

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Posted by: SundayTrash.9562

SundayTrash.9562

FIX IT NOW!!! There will always ppl being lazy even if u call for melee.

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Posted by: Arcadio.6875

Arcadio.6875

If you melee the car, wipe, and then melee it again to finish it off, you will still save a lot of time compared to ranging it. So the ledge is fine as it has a punishment for using it (wasted time).

Lord Arcadio
League Of Ascending Immortals [OATH]

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Posted by: rojak.1894

rojak.1894

What about that afk box at Inquest Golem Mark II? I guess people will always find a spot to range (out of habit/lazyness) if they want to.

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Posted by: SundayTrash.9562

SundayTrash.9562

If you melee the car, wipe, and then melee it again to finish it off, you will still save a lot of time compared to ranging it. So the ledge is fine as it has a punishment for using it (wasted time).

You cant wp back if ppl decide to afk range and wait everyone elses time.

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Posted by: Zaxares.5419

Zaxares.5419

While I do think that the mobs not even attacking you if you just range the carrier from 1200 range is a bit of a cheese method and should be adjusted, I see no problem with having the ledge there. The way I see it, the devs probably intended to allow a spot for ranged characters to attack the carrier (otherwise why even have that ramp leading up to the top level?) in relative safety, but the dredge need a way of being able to still attack characters attacking from range.