Commander of Phantom Core [CORE] on Borlis Pass
(edited by Hymnosi.5928)
Just a quick question: How are the Grenadiers SUPPOSED to be handled?
I know the best way to handle them right now is to kill two of them and kite the last one around while the other 4 on your team clear the obstacles, but I feel this is somewhat of an exploit while doing it.
I hate to complain about difficulty, but if you’re supposed to kill them repeatedly while clearing the path, why do they take 5-6 minutes to kill when the boss takes 3-4? Are they overtuned? I’d really like some developer input on this.
(edited by Hymnosi.5928)
They’re overtuned, the current ones were obviously never intended to be fought the way they have to be. /bug it, complain about it on the forums and wait/hope for it to be fixed.
Realistically, write off the path as broken forever because you’ll get idiots coming in here saying it’s fine.
Trash mobs just have way to much health.
When they’re easy to kill they’re tedious
when they’re hard to kill they’re obnoxious
This is kind of depressing. The other route I’ve done isn’t too bad, just a little long.
Could any of you enter SE today, I can’t seem to be able to go in, every one in the party get’s teleported into their personnal sorrow’s embrace ( like the ascalonian catacombs at the game launch ). Is it closed ?
To stay on topic, yes the patrols are annoying a hell, I think it’s just to prevent people from speed running it, I’ll be honnest before yesterday’s patch you could clear it with a good party in 20minutes top. The fact that the patrols stop spawning after 10-15 minutes in the instance makes farming impossible, probably just a quick ‘fix’ before they implement the real deal ?
Maybe make the 3 golems from story be a pack ( atm you just can aggro the first 2, his sparks aren’t a real danger and he dies too fast to do any real damage ), give ‘em a little more health. The only time I’ve seen a wipe on this was when I had some guys who only did CoF speedruns in my party, or when thief guild aggroed everything in that room.
Path 3 is pretty cool. Maybe reduce the number of Silver mobs, those fights aren’t really interesting, for exemple, the sentinel right after the bridge and before the flame guy. Or the 2 champs right before the boss, I feel like they are here just to make you lose time, I’d rather have longer, more challenging boss fights tbh.
I wouldn’t consider doing path 2 if you’re after the tokens ( maybe just once to see what it’s like ), the part where you need to protect the mole-man for him to get a rock is quite frankly boring and long.
Overall I like SE explo, the gear Imo is the coolest looking thing.
I just would really to get rid of those hp bags patrols, nerf them and makes us fight them, or leave them like they are and make so we can’t avoid them, I mean it’s your call.
At last, the mine golem section, you see the mine explode before you get the damage from the explosion, this make it quite confusing, I don’t think this is intended, maybe fix that and give us more time to dodge before the explosion ? I’d like this mine tunnel to be able to wipe a party if they’re not careful.
Maybe the golems could put some mines too, because atm they are just a waste of time.
Long post, I don’t do those generally, I just hope the feedback is good enough.
I hope someone from Anet is reading this, I know you’re quite busy over the CoF drama.
Ps: props to the guy who made the gear for this instance, this is Imho the best looking, most original gear in the game. Reminds me of ‘Gone with the blastwave’
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