I run a daily fractals 10 on my necromancer with 10 AR, occasionally running lower levels to help guildies. While I do enjoy it (except for some PUGs), I have specific complaints about every fractal:
Aquatic Ruins
– Final boss takes too long to kill without being a challenging fight.
Cliffside
– My necro build relies on distance to survive melee enemies. To wield the hammer I have to get into melee.
– At the chest seals there are two safe spots. When at the one by the seal, it’s impossible to see what’s going on.
– The jumping puzzle sections regularly have one player screw up, forcing us to either wait for him to catch up or sometimes wipe because he’s dead and can’t be ressed.
– The faces that blow wind across the path blow me in all sorts of directions, sometimes even the direction I want to go in, but never the direction they appear to blow in. Bug ?
– PUGs regularly run away from the hammer wielder just as he drops it. Suggestion: Ping the hammers location on the minimap.
– There are enemies named Veteran novice. Veteran as in experienced. Novice as in inexperienced. What ?
Snowblind
– The Sons of Svanir at the ice wall keep spawning after the wall’s melted. Which means a lot of PUGs don’t notice the walls down. Suggestion: Stop spawning them when the ice is melted.
– As a condition necro, I do barely any damage to the elemental source.
– If I’m moving when I try to pick up a torch, I don’t grab the torch and GW2 keeps me moving in that direction until I mash the keyboard. Bug ?
– If the party doesn’t move as a group to the final boss, anyone blocked off has to touch a totem. Which teleports them into the destructible ice. Bug ?
Solid Ocean
– The jumping puzzle sections regularly have one player screw up, forcing us to either wait for him to catch up or sometimes wipe because he’s dead and can’t be ressed. Even worse, while running if you get hit in midair you sometimes stop. Then fall down.
– The Jade Maws attack often targets summons and pets, punishing the group for bringing them by slowing down the fight.
– If I’m moving when I try to pick up a reflecting crystal, I don’t grab the torch and GW2 keeps me moving in that direction until I mash the keyboard. Bug ?
Swampland
I’ve got no complaints about this one.
Underground Facility (dredge)
– GW2 is a game that ANET claimed was built around dodging enemy attacks. This fractal has buttons that require you to stand still, not dodging anything, while a party member operates the gate controls. Being immune to blind, the dredge are immune to one of my major means of tanking. Still, at least we can keep it pressed while dead.
– The final boss fight, especially against the mining suit, takes too long.
Urban Battlegrounds
– Lots of condition immune siege weapons I am useless at destroying.
Volcanic
– The burning bolders have the same problem as a jumping puzzle. When one player fails at them, the rest of the party must wait for them to catch up or wipe.
– The jumping puzzle sections regularly have one player screw up, forcing us to either wait for him to catch up or sometimes wipe because he’s dead and can’t be ressed.
– Near the final boss there is a hole in the track that is very hard to see. Keep the camera at the default angle and it’s hidden, raise the camera and your vision is obstructed by the roof. Not good for new players, but memorable enough that you shouldn’t fall for it a second time.
– The constant movement required by the final fight often leaves my fingers sore.
Uncategorized
– The harpies have an AOE attack that knocks you off the platforms. It’s red circle is larger than the platforms, meaning that if they are aiming dead center, there is no warning as you don’t see the circle.
– The ettin takes far too long to kill for an enemy that isn’t really a threat. By that I mean that, in all the PUGs I’ve been in, I have never seen anyone go down after we only have the ettin left.