Hi,
I’m here to talk about Twilight Arbor update. You made things harder. According to many players, it was one of the hardest dungeons in GW2, and according to myself it wasn’t that hard, but was fairly hard, just cool.
I really don’t understand WHY you decided to make it harder.
- increase the range of the up path end boss —> I’m completely OK with that. I have done that path once (as I have done each path once before update), and I agree that being able to stay at entrance of the room and hit the boss without being hit was not a good thing for an end-boss.
but
- adding very long grasps during the forward->forward path end boss fight ?! Ok it may have been a little too easy to keep running around the boss and dodging his minions, but now the difficulty is much higher. Too high. As a ranger I could dodge a lot and survive, but my teammates (who are pretty good compared to the medium level of GW2 players) would end up dead. Since the waypoint is very far and they had to kill those horrible little things on the way, I was dead before they could come back.
To my mind, the idea of grasping is OK. But something needs to be done to make it doable by a random team (random = not a fixed team of 5 precise professions just like in gw1’s SC).
Examples : (1) make graps shorter, (2) add a waypoint closer to the end boss (note : another waypoint in the dungeon would be cool too), (3) lower the number of those poison things and their respawn rate (note that some people can’t kill them, some bug will say “not in sight” even if they are nearly in melee range), (4) change the boss so that it doesn’t regain his life when players are dead.
Note to players reading this : I KNOW that the boss is killable in its current state, I’m just giving an opinion and ideas to make it more balanced.
Note2 : we were able to kill it … after killing 2 veteran things. For some reason, 3 other didn’t agro again while we were hitting the boss from the entrance of the room, and the 2 that we killed didn’t respawn. It was probably a bug, we were lucky (as long a we can call luck the fact of killing that boss after that many deaths)
- Spiders : the update text isn’t very clear, I assume that ‘nightmare tree spider path’ is the forward->up path. I have done that path once before update, and I think that the boss was well balanced. I may have misunderstood the update (didn’t go through that path today), but if it’s another difficulty increase, it’s a bad idea
And last : I just read a thread of a player bragging about finishing this dungeon alone with an elementalist, most obviously after using some exploits. I sincerely hope that this isn’t the reason why you made this dungeon harder. On the one hand because exploits have to be closed and exploiters banned (as long as exploit is dangerous: I don’t think that this player doing a dungeon in 3 hours should be banned …), on the other hand because there will always be skilled players able to do things with a reduced team (1-4 instead of 5) and this is not a reason to make them harder for everyone else.
Until today I loved everything about gw2, and now I’ve never felt that bad in a dungeon (even when encountering the giganticus lupicus bug). I really hope that something will be changed, because I really liked that dungeon and now I had to decide not to go in it anymore (and I need its token badly ^^)
Thank you for reading this, I hope I didn’t seem too mean, cause I’m not.
Regards,
Eowyn