Twilight Arbor - Fyonna's Path 3
The old TAFU path had a bug on the final boss where it spawned infinite waves of spiders during the fight, making it impossible to beat the boss if your group wiped on the first try. So when they launched the new aether path they used it as an excuse to remove the TAFU path instead of fixing that bug.
At that time on the livestream about the new path the dev gave an excuse that TAFU was the least ran path from TA and it was a “lore-breaking” path, because on each one of TA’s paths its a different boss that merges himself to the nightmare tree (Leurent, Vevina and Fyonna), so according to him that was a lore-breaking problem so they cut the path down.
This is the video where the dev talks about it and presents the new aether path
(edited by Casmurro.9046)
Yeah, I’m disappointed that the TAFU path got removed too. I started doing dungeons fairly late and I never got to see the TAFU path as a result.
I’d love for TA to get reverted to its original form (with the spider bug fixed), and then the Aetherpath get split off into its own unique instance that you access by talking to the NPC outside. (It becomes part of the Living Story Season 1 when it gets re-released.)
TBH if they’re not gonna make new dungeons at the very least they could finally fix and re-add this path.
At that time on the livestream about the new path the dev gave an excuse that TAFU was the least ran path from TA and it was a “lore-breaking” path, because on each one of TA’s paths its a different boss that merges himself to the nightmare tree (Leurent, Vevina and Fyonna), so according to him that was a lore-breaking problem so they cut the path down.
Which still doesn’t address the lore/immersion breaking of the dungeon since you still see all 3 NPC’s die and destroy the tree.
Yeah. I don’t think anybody really treats the Exp dungeons when repeating them as concrete lore, anyway. They are obviously instances encapsulated in time, like Personal Story instances. It equally doesn’t make sense for the Howling King to be reborn each time you re-enter AC, for example, or for bandits to be constantly infesting Cauduceus’s Manor. (You’d think they’d learn after the sheer numbers of bandits massacred there.)
It’s “fun” that you have to pick a single path, but I highly doubt that different doors of a dungeon will open or close based on whom I choose to follow (in some cases, blowing up doors makes sense).
Of course, the novelty of helping a specific person in an encapsulated piece of time does wear off after the first… run of each of them. Because then you realize that it was all done at the same time… and you have to keep doing it to get your rewards.
TBH if they’re not gonna make new dungeons at the very least they could finally fix and re-add this path.
Yeah, and they can hype it as “new exciting dungeon path in the caledon forest!!!!”
The old TAFU path had a bug on the final boss where it spawned infinite waves of spiders during the fight,
No
making it impossible to beat the boss if your group wiped on the first try.
No
(edited by RemiRome.8495)
TBH if they’re not gonna make new dungeons at the very least they could finally fix and re-add this path.
Yeah, and they can hype it as “new exciting dungeon path in the caledon forest!!!!”
I’d be excited
The old TAFU path had a bug on the final boss where it spawned infinite waves of spiders during the fight, making it impossible to beat the boss if your group wiped on the first try. So when they launched the new aether path they used it as an excuse to remove the TAFU path instead of fixing that bug.
At that time on the livestream about the new path the dev gave an excuse that TAFU was the least ran path from TA and it was a “lore-breaking” path, because on each one of TA’s paths its a different boss that merges himself to the nightmare tree (Leurent, Vevina and Fyonna), so according to him that was a lore-breaking problem so they cut the path down.
This is the video where the dev talks about it and presents the new aether path
There was no bug with the TAFU path, it simply required the party to be a little bit more organized. Also you can still beat the path after being wiped.
The only fix which was required was the gold reward at the end to compensate for the additional difficulty, removal of the path was completely unnecessary.
Yeah one of the big FAILs. It was of course the least run, be cause they bugged it out. Before that bug, you could run it completely normally and it has been ran the same amount as the others.
And about the lore-breaking thing: it’s still lore breaking when 2 paths explain the ‘same’ story differently, isn’t – it? <—- for god’s sake: please stop with this overexaggerating censorship, it’s riduculous!
‘would of been’ —> wrong
(edited by ProtoGunner.4953)
Actually, yes it is because then you don’t know which is the real story.
The infinite spawning spiders was not a bug, it was intentional design in which the goal of the fight was to simultaneously kite spiders, watch out for attack ques, and deal effective damage. The fact that kiting was a concept that people did not fully grasp back then still boggles my mind.
The boss was easily soloed, you could even just run staff guardian, spam one, dodge, cleanse cripple if you needed to. Straight PvT was exceptional for that fight since you couldn’t crit the tree and it gave you fantastic survivability if you somehow got caught by the spiders for a few seconds.
It was one of the only fights in the game where players were required to know what types of tools they had available to them and it was one of the only boss fights were straight zerker was one of the least optimal stat combos, go figure huh?
Source: I did TA all paths regularly before TA aether was introduced.
The infinite spawning spiders was not a bug, it was intentional design in which the goal of the fight was to simultaneously kite spiders, watch out for attack ques, and deal effective damage. The fact that kiting was a concept that people did not fully grasp back then still boggles my mind.
The boss was easily soloed, you could even just run staff guardian, spam one, dodge, cleanse cripple if you needed to. Straight PvT was exceptional for that fight since you couldn’t crit the tree and it gave you fantastic survivability if you somehow got caught by the spiders for a few seconds.
It was one of the only fights in the game where players were required to know what types of tools they had available to them and it was one of the only boss fights were straight zerker was one of the least optimal stat combos, go figure huh?
Source: I did TA all paths regularly before TA aether was introduced.
Infinite spawning wasn’t the bug. It was when you failed it once by being overwhelmed by them they didn’t despawn thus making every subsequent fail even harder and harder.
The infinite spawning spiders was not a bug, it was intentional design in which the goal of the fight was to simultaneously kite spiders, watch out for attack ques, and deal effective damage. The fact that kiting was a concept that people did not fully grasp back then still boggles my mind.
The boss was easily soloed, you could even just run staff guardian, spam one, dodge, cleanse cripple if you needed to. Straight PvT was exceptional for that fight since you couldn’t crit the tree and it gave you fantastic survivability if you somehow got caught by the spiders for a few seconds.
It was one of the only fights in the game where players were required to know what types of tools they had available to them and it was one of the only boss fights were straight zerker was one of the least optimal stat combos, go figure huh?
Source: I did TA all paths regularly before TA aether was introduced.
Infinite spawning wasn’t the bug. It was when you failed it once by being overwhelmed by them they didn’t despawn thus making every subsequent fail even harder and harder.
I would disagree with this. proper kiting nulifies the spider threat regardless of how many there were, you could have 400 of them at the same time, wouldn’t make a difference. After 2 hours of failing, my guildmates brought me in for a boss solo after two of them left, we did not bother clearing any spiders that were lingering before I engaged.
I was a pretty experienced dungeon runner and found it extremely hard since the update with the constant spider spawn about 1.5 years ago. Everytime I did it with guild/friends etc. we always avoided this path be cause it was so frustrating. But actually, I only tried it once after the infinite spider update, and maybe we had unexperienced players, but we couldn’t manage it. Since then I avoided this path until they patched it away.
‘would of been’ —> wrong
The easiest way to do this fight was to kill the spiders that were near the entrance of the tunnel. Once you eliminated those, the boss would then re-spawn the spiders in the back or side of the room, at which point you simply needed to range the boss without using any AOE damage.
Players found this surprisingly difficult since there would always be that one player not paying attention and accidentally hitting one of spiders with either direct damage via a passive effect (Extra bounce attacks example included: Mes using Staff, thieves using short, or players using fire sigil etc)
The only other thing the boss would do is have a ground targeted attack (clearly visible by the red circles) which simply required players to dodge once every 30s.
Well Id be happy if they brought it back, since I only ran it twice or so before the Aetherpath was introduced.