Seafarer’s Rest … duh!
Sorrow's Embrace path 1 bug
Seafarer’s Rest … duh!
My group JUST tried this for the first time and lost about 20s each in armor costs before giving up.
Finding a strategy guide online wasn’t any help because the tips were not helping us.
Would have been nice to know it was broken.
It is not broken, waves are meant to come non stop until the 2nd boss. Its a bit hard but i managed to do it in 15 mins. Pretty quick run.
Jade Quarry – Team Savvy – #1 NA WvW Solo Guild
Are you meant to have 20+ mobs + boss on you? Because thats what i was having…
Besides, online guides suggest you to keep 1 mob from each wave alive to prevent a new wave from spawning… how is this not broken?
Seafarer’s Rest … duh!
Are you meant to have 20+ mobs + boss on you? Because thats what i was having…
Besides, online guides suggest you to keep 1 mob from each wave alive to prevent a new wave from spawning… how is this not broken?
Thats the old strat when the mobs had insane Health. The way i do is pull the boss and AoE everything down a long with the boss.
Jade Quarry – Team Savvy – #1 NA WvW Solo Guild
I find it amazing that even anet defended the poor design of the dungeon and promissed a fix 2 months ago and you still defend that an aoe bomb takes care of the business :l
Seriously, from a good gameplay point of view how is having unlimited ammount of waves that run into a door and die, a good layout? Furthermore, you have 13 waves total, 3 mobs per wave… how is that remotely logical? All other paths are doable… and you state that this one starts with an aoe dps test?..
Seafarer’s Rest … duh!
well we were trying aoe but everything had insane health or regen and wasn’t dying.
I watched a video online and it was quite unreasonable what players are expected to intuit about the dungeon, as the mechanics are different from PvE in terms of how far they follow/notice.
How is a player supposed to know they they respawn endlessly?
How is a player supposed to know how often each wave comes?
How are they supposed to know that Inquest can’t see a bunch of people standing on a ledge in front of them?
How are they supposed to know that they won’t patrol back and ambush?
How are they supposed to know to skip that dialogue part?
Why would it be designed that we miss the story in order to rush back to the ledge?
How are they supposed to know that only the boss should be attacked?
How are they supposed to know that that stops further waves?
How are they supposed to know that you should rush forward, killing turrets and leaving those attacking them alone?
If a dungeon absolutely requires players to go online and learn a strategy, there is something wrong with its design.
Of course a safe is easy to unlock if you know the code. But expecting players to intuit this code from no clues is silly.
stop making useless threads,the path is not bugged,it’s one of the fastest ones to complete,took us 12 minutes yesterday.
well we were trying aoe but everything had insane health or regen and wasn’t dying.
I watched a video online and it was quite unreasonable what players are expected to intuit about the dungeon, as the mechanics are different from PvE in terms of how far they follow/notice.
How is a player supposed to know they they respawn endlessly?
How is a player supposed to know how often each wave comes?
How are they supposed to know that Inquest can’t see a bunch of people standing on a ledge in front of them?
How are they supposed to know that they won’t patrol back and ambush?
How are they supposed to know to skip that dialogue part?
Why would it be designed that we miss the story in order to rush back to the ledge?
How are they supposed to know that only the boss should be attacked?
How are they supposed to know that that stops further waves?
How are they supposed to know that you should rush forward, killing turrets and leaving those attacking them alone?If a dungeon absolutely requires players to go online and learn a strategy, there is something wrong with its design.
Of course a safe is easy to unlock if you know the code. But expecting players to intuit this code from no clues is silly.
How?I don’t know?Maybe use your brain?What do you want,to go into a dungeon and just do it with no difficulty?Isn’t it enough most dungeons are super easy because of the useless people whining on the forums that it’s too hard?Every time someone fails at something,it’s obvious it’s OP and needs to get nerfed asap.God forbid that the players actually suck at it
I find it amazing that even anet defended the poor design of the dungeon and promissed a fix 2 months ago and you still defend that an aoe bomb takes care of the business :l
Seriously, from a good gameplay point of view how is having unlimited ammount of waves that run into a door and die, a good layout? Furthermore, you have 13 waves total, 3 mobs per wave… how is that remotely logical? All other paths are doable… and you state that this one starts with an aoe dps test?..
The design is that you trigger an alarm and there are guards patrolling the path, what is so weird to understand? It’s not like you would send 3 guards past a path once and then deactivate the alarm, would you?