(edited by Totem.7306)
SE dungeon: do-able
And you think any on their minds are going to do this path? I’m highly disappointed in the fix for this path, is ridiculous, I’m not gonna spend 45min killing mobs on the way, we just left after seeing it was spawning and spawning all the time (we didn’t die, but it was annoying as hell)
So are you saying that you want tokens free falling from a tree?
Its only maximum 40-50 mins. In gw1 dungeons were way much longer than 2hrs.
Same thing with CoE dungeons. It takes around half an hour each run only if the group work as a team.
And you did not read my post correcly, you IGNORE the spawning mobs.
(edited by Totem.7306)
No, what I’m saying is the following:
Is a poor implementation for a fix in this place, better place hard mobs in the way which you need to kill before you can damage the barriers like the first boss or another boss in the way with a more complex strategy than a robot pulling you and kicking you to the sides.
But not a fix which includes waves and waves of enemies, there’s no skill, group play or anything related, just “patrol coming, kill 2 adds, then grenadier” 2sec afterwards “patrol coming, kill 2 adds, then grenadier”.
Already got Dungeon Master title like everyone else in my team, we love Arah, we love TA difficulty, but this is just a poor fix with a poor implementation behind it.
EDIT: And you think that ignoring the mobs is what the Devs wanted? as I said and stated above, put hard mobs which you need to kill in order to kill the barriers or another boss in the way which involves teamplay to do this, not just killing the spawns, or IGNORING them, I find it a bit ridiculous.
RE: Path 1 – Cheesing the boss seems worse to me than waiting out the old patrols. Worse yet, a chosen “time out” and the accompanying social interaction is lost.
I don’t understand why.