In my opinion, invulnerable mobs are a bad design
Just wanted to remind you all that a much higher revenue, bigger dev team, larger player based, MMORPG that dominated the gaming landscape for many years had this exact issue until well into the third expansion and four or five years of “working on it”.
The challenge here is that the game has to err on the side of the mobs in these situations, they cannot profit or gain from exploiting a player…
It may just be that your original statement was wrong.
Please try again.
The challenge here is that the game has to err on the side of the mobs in these situations, they cannot profit or gain from exploiting a player…
The challenge you describe is no the challenge at hand. If they realy thought on the issue then they should have not litterd whole landscape with mobs just for filling the void. They should have thought out placement of mobs on the ground were they are profficient at what they do, not because some “lore mastermind” placed on the feeling based in some mythology. The landescape should also be adjusted for them to feel like they are masters of the land what they claim. Right now all the lands feel more like some art shmuck painted it and 3D artits just bloated it to poligons, how many time have you encauntered places where things doesnt stick like they are generated from some picture and not because they realy polished the walkable path?
The challenge here is that the game has to err on the side of the mobs in these situations, they cannot profit or gain from exploiting a player…
The challenge you describe is no the challenge at hand. If they realy thought on the issue then they should have not litterd whole landscape with mobs just for filling the void. They should have thought out placement of mobs on the ground were they are profficient at what they do, not because some “lore mastermind” placed on the feeling based in some mythology. The landescape should also be adjusted for them to feel like they are masters of the land what they claim. Right now all the lands feel more like some art shmuck painted it and 3D artits just bloated it to poligons, how many time have you encauntered places where things doesnt stick like they are generated from some picture and not because they realy polished the walkable path?
You see this game quite differently than most then.
I really have no clue as to this issue posted by the OP except in a very small instance. Yet….you have yourself, painted it into some abstract atrocity.
Seriously…ppl. If you are this angry at Anet or something. Don’t post. You aren’t making any point other than you should not be making a point.
The challenge here is that the game has to err on the side of the mobs in these situations, they cannot profit or gain from exploiting a player…
The challenge you describe is no the challenge at hand. If they realy thought on the issue then they should have not litterd whole landscape with mobs just for filling the void. They should have thought out placement of mobs on the ground were they are profficient at what they do, not because some “lore mastermind” placed on the feeling based in some mythology. The landescape should also be adjusted for them to feel like they are masters of the land what they claim. Right now all the lands feel more like some art shmuck painted it and 3D artits just bloated it to poligons, how many time have you encauntered places where things doesnt stick like they are generated from some picture and not because they realy polished the walkable path?
None of those things have any impact on the issue I outlined.
Sounds like someone got up today and forgot to suspend their disbelief…
It may just be that your original statement was wrong.
Please try again.
It happens a lot for my ranger when using a longbow; I’ve personally just given up on any sort of ranged combat and play melee almost exclusively now (although it still happens occasionally even when in melee range). It’s one of two major things that kitten me off in game right now (the other being how the whole knockdown system works… sometimes it feels less like a fantasy game and more like “Knockdown Simulator.” I feel that knockdown skills should be changed into two staged attacks; one would be the interrupt, the second would play off that stun/daze/interrupt to do the knock down).
Personally I feel that they should remove mid combat invulnerability unless its needed to progress an event. The only real problem then would be with players getting easy Champion kills, in which case you just gradually update either mechanics for specific champs over time so that they are able to move away or use ranged attacks back at the player or something… yet we just get blanket solutions to everything which just sterilizations any amount of thought that might actually go into the combat.
(edited by Sollith.3502)
The anger comes from ppl when they are treated in a way when gm is at whim and not when they place some serious argument behind what they do. They do not fix the issue at root were it arised. They patch things on surface to make it fit their paper lore and do not account how real world logic aplies to them, they constantly apply many logical arguments to their game worlds (MMO’s in general), but fail to make them universaly applyable in all cases where it should be. Thats what makes ppl angry, cause it breaks everything, starting from immersion and ending with disbelief with game mechanics at core.
Your point of mobs proffiting and gaining from players are mute. If you want it you can imagine that they profited from you in some cosmetic way, same way you proffit from different skins for cosmetic appearances. There is no reason be it logical or theoretical that their proffit should somehow have immidiate effect when you are fighting with them at that exact moment.
It happens a lot for my ranger when using a longbow
Where, how, and I want to check this out because I don’t seem to have this issue as much as you. I want to be able to replicate this.
It happens a lot for my ranger when using a longbow
Where, how, and I want to check this out because I don’t seem to have this issue as much as you. I want to be able to replicate this.
I really dont see how you are having a issue finding this bug, i cant avoid it with my thief using a shortbow unless i actually put in alot of effort into trying to avoid it.
Just go and engage in fight over very uneven terrain. Find a cliff side in queens or somewhere 600 feet long and say 40 feet tall with a way up from either end with centars because they are often ranged. And go up on it into the middle of it so enemies below would need to run 300+ feet either direction to get up to you and start shooting at them. Chances are the AI will be to dumb to figure out how to get up to you so will go invulnerable but the ranged ones will still have no issue shooting back at you from down below while they have god mode enabled.
It happens a lot for my ranger when using a longbow
Where, how, and I want to check this out because I don’t seem to have this issue as much as you. I want to be able to replicate this.
I really dont see how you are having a issue finding this bug, i cant avoid it with my thief using a shortbow unless i actually put in alot of effort into trying to avoid it.
Just go and engage in fight over very uneven terrain. Find a cliff side in queens or somewhere 600 feet long and say 40 feet tall with a way up from either end with centars because they are often ranged. And go up on it into the middle of it so enemies below would need to run 300+ feet either direction to get up to you and start shooting at them. Chances are the AI will be to dumb to figure out how to get up to you so will go invulnerable but the ranged ones will still have no issue shooting back at you from down below while they have god mode enabled.
I recently did a jumping puzzle of sorts in the Thaumanova Reactor, in the “Ice Room”. There’s a veteran ice elemental on a ledge you need to jump to. It can fire back at you but it cannot path to you. If you stand in its range it will fire back and throw skills. If you step back . . . it starts regenerating like crazy but did not go invulnerable.
(It might as well have been, though.)
I have also had Veteran Risen Giants I wind up dragging too far away from their normal areas path back the same way, but that’s from leashing and is . . . as far as I can tell, definitely intended.
I have not had a target go straight-up “invulnerable” with one exception: monsters which get too close to the water surface. Which has been happening less of late.
And, it is not a rare bug. Anytime a mob can’t figure out a path to you, it usually goes invulnerable. Designed to prevent people exploiting ranged attacks on mobs that can’t find a way to get to the player.
You just explained the reason for the invulnerable mechanic and a very good reason . Its not like you cant change your position on the field unless of course you are trying to exploit . Most invulnerable mobs will reset anyway unless you continue attacking which doesn’t really make sense for you to do does it?
It happens a lot for my ranger when using a longbow
Where, how, and I want to check this out because I don’t seem to have this issue as much as you. I want to be able to replicate this.
I really dont see how you are having a issue finding this bug, i cant avoid it with my thief using a shortbow unless i actually put in alot of effort into trying to avoid it.
Just go and engage in fight over very uneven terrain. Find a cliff side in queens or somewhere 600 feet long and say 40 feet tall with a way up from either end with centars because they are often ranged. And go up on it into the middle of it so enemies below would need to run 300+ feet either direction to get up to you and start shooting at them. Chances are the AI will be to dumb to figure out how to get up to you so will go invulnerable but the ranged ones will still have no issue shooting back at you from down below while they have god mode enabled.
I recently did a jumping puzzle of sorts in the Thaumanova Reactor, in the “Ice Room”. There’s a veteran ice elemental on a ledge you need to jump to. It can fire back at you but it cannot path to you. If you stand in its range it will fire back and throw skills. If you step back . . . it starts regenerating like crazy but did not go invulnerable.
(It might as well have been, though.)
I have also had Veteran Risen Giants I wind up dragging too far away from their normal areas path back the same way, but that’s from leashing and is . . . as far as I can tell, definitely intended.
I have not had a target go straight-up “invulnerable” with one exception: monsters which get too close to the water surface. Which has been happening less of late.
If you want a easy to find way underwater go north of ice flow waypoint in frostgorge and fight those 2 vetran jellyfish, they are well below the surface no where near it but will go invulnerable multiple times in a fight and swim away heal ungodly fast then come at you again, whicle you are in combat the whole time and dont heal.
I actually fought one once for over half a hour to see if i could kill it and couldnt, must have pulled the god mode invulnerable crap on me 50+ times in that one fight. But other times i can kill them as normal, it does seem very intermittant.
If you want a easy to find way underwater go north of ice flow waypoint in frostgorge and fight those 2 vetran jellyfish, they are well below the surface no where near it but will go invulnerable multiple times in a fight and swim away heal ungodly fast then come at you again, whicle you are in combat the whole time and dont heal.
I actually fought one once for over half a hour to see if i could kill it and couldnt, must have pulled the god mode invulnerable crap on me 50+ times in that one fight. But other times i can kill them as normal, it does seem very intermittant.
This is all I’ve been asking for :P I’ll go check it out sometime “today”.
I agree.
I was doing the Harpy fractal today and there were two harpies, one I was attacking and one behind it. I was on the platform of the first one, killed it, jumped to the next and it was… invulnerable.
Pretty ridiculous. Occasionally when the game doesn’t know how to interpret ranged combat they will go invulnerable, but when I was meleeing the whole time? That’s just inexcusably poor design.
Everyone realizes some skills cause invulnerability right?
That’s not it. We’re not completely stupid. :p
This happens on monsters that do not have invulnerability. It’s an obvious bug in the way the game determines whether a monster can “hit” a player or not.
Not obvious to me!
I’ve never encountered that, except that time I tried to kill a champion shark by shooting into the water from on top of a rock, lol.
There’s a underwater area in Frostgorge Sound that surrounds Honor of the Waves Ship that has a lot of jellyfish vets. When a daily has a vet achievement, i’ve often try to kill them and 99% of them time, when their hp is down to 1/3, they suddenly go invulnerable, start swimming away from me for a bit, fully heal then come back at me again. Meanwhile, I’m still locked in combat and cannot heal, while he gains full health. I can’t be bothered with them any more, but this is typical of u/water combat.
It happens on land as well but not as frequently. However, I must say these jellyfish are probably the worst i’ve encountered.
I think it’s a range issue with the jelleyfish, I’ve run into it too. Being in the water, especially a large area like that, you don’t realize it but you’re kiting them all around. Once you kite them out of their defined range, they go back to their area and regen all hp.
Is it just me, or do some enemies seem to know how to use this invulnerability to their advantage? I’ve met a few enemies that when almost dead, would run away and turn invulnerable+regenerate their health and then come back to attack me with full life. Now that is pretty evil… and smart, I guess. I hope that isn’t intended combat design.
There’s a underwater area in Frostgorge Sound that surrounds Honor of the Waves Ship that has a lot of jellyfish vets. When a daily has a vet achievement, i’ve often try to kill them and 99% of them time, when their hp is down to 1/3, they suddenly go invulnerable, start swimming away from me for a bit, fully heal then come back at me again. Meanwhile, I’m still locked in combat and cannot heal, while he gains full health. I can’t be bothered with them any more, but this is typical of u/water combat.
It happens on land as well but not as frequently. However, I must say these jellyfish are probably the worst i’ve encountered.
I think it’s a range issue with the jelleyfish, I’ve run into it too. Being in the water, especially a large area like that, you don’t realize it but you’re kiting them all around. Once you kite them out of their defined range, they go back to their area and regen all hp.
Yes, they have a very short “leash”, about 100-200 feet. I have just finished experimenting on all but one setup for this bug and a report will follow.
Water mobs definitely have their own invulnerability bugs that need attention. I have mobs in the water going invulnerable on me for seemingly no reason, even when I fight them at their spawn location and am in melee range with them.
Experimental Record: “Invulnerable mobs”
Parameters: I used a ranger with a Longbow/Speargun traited for extra distance. This meant I got an effective 1500 range on Longbows and 750 on Spearguns. I used solely melee pets, which would “tie down” the mob if you could path to it.
— Experimental Situation #1 —
Alleged Trigger: Immense vertical distance outside of 600 range.
Setup: World vs World, using perches on cliffsides to attack targets.
Result: If a target did not have a ranged attack which could hit me, it would regenerate health almost as fast as I was dealing it. It was possible to kill them, however it was significantly harder due to the regeneration. Melee pets and summoned “Hounds of Balthazar” would not trigger to fall down and attack, so these efforts were ranged only.
Conclusion: Given this is a known anti-exploitative measure, I do not think this is a bug and is intended to prevent players from farming PvE mobs without risk of harm.
— Experimental Situation #2 —
Alleged Trigger: Uneven ground causing “invulnerable” to pop up.
Setup: World vs World borderlands; specifically I would attack the fishing camps from a higher elevation where the guards could still path to me.
Result: If the guards could not path to me (i.e. somehow getting on top of a hut or having someone pull them close to the “safe ledge” near the Legendary Defenders) they would path back to their home and regenerate health at an increased rate. If they could path to me, they would immediately take even a roundabout route to come bash my face in. On foot near a few uneven patches I would sometimes see “Obstructed” if the target was low enough to the ground.
Extra Note: One Veteran Guard is enough to drop a ranger if they’re too busy testing this matter, should they be able to get up close.
Conclusion: This is working as intended to prevent people from seizing camps or otherwise messing with NPCs with no risk of being harmed.
— Experimental Situation #3 —
Alleged Trigger: Harpies in Uncategorized Fractal
Note: Experiment Pending a Fractals trip where it turns up.
— Experimental Situation #4 —
Alleged Trigger: Veteran Giant Arctic Jellyfish in Frostgorge sound
Setup: Swept the waters around Honor of the Waves between Icebrood Fish schools causing . . . issues. And one death.
Result: Giant Jellyfish would leash back to their home location on reaching me unless the pet was holding agro, and regenerate health at a vastly increased rate. They would still take hits but would regenerate health faster than a speargun could damage them. If engaged within “normal” speargun range, this happened only at the most extreme ranges. At no time did it go “Invulnerable”
Conclusion: Giant Jellyfish have a considerably shorter leash than many creatures around Frostgorge Sound for some reason, but it appears universal. It can only be an intended design to prevent them from being pulled far away from their spawn location.
Not obvious to me!
I’ve never encountered that, except that time I tried to kill a champion shark by shooting into the water from on top of a rock, lol.
Ever tried it in reverse? Shoot a mob on the land from the ocean. If said mob is unable to swim, it’ll literally just stand there and take the punishment until it dies.
Just yet another bug in the way the game’s combat system works.
How’d that work out for us so far?
Now let’s try some ideas that will really work.
Not obvious to me!
I’ve never encountered that, except that time I tried to kill a champion shark by shooting into the water from on top of a rock, lol.
Ever tried it in reverse? Shoot a mob on the land from the ocean. If said mob is unable to swim, it’ll literally just stand there and take the punishment until it dies.
Just yet another bug in the way the game’s combat system works.
This is how I get those stupid aquatic kills in the dailies… oops, shouldn’t have said that now they’ll nurf this and possibly buff enemies just to spite us players. :P
Not obvious to me!
I’ve never encountered that, except that time I tried to kill a champion shark by shooting into the water from on top of a rock, lol.
Ever tried it in reverse? Shoot a mob on the land from the ocean. If said mob is unable to swim, it’ll literally just stand there and take the punishment until it dies.
Just yet another bug in the way the game’s combat system works.
This is how I get those stupid aquatic kills in the dailies… oops, shouldn’t have said that now they’ll nurf this and possibly buff enemies just to spite us players. :P
You should expect them to do the same as they do already; get an immense health regeneration boost.
Also, your name, it brings back things to mind.
Hey I know; since anet is so adamant about having a completely “fair” fight (lol fair fights… there’s something funny and counter-intuitive about that), lets just go back to turn based and let each side take a turn!
Hey I know; since anet is so adamant about having a completely “fair” fight (lol fair fights… there’s something funny and counter-intuitive about that), lets just go back to turn based and let each side take a turn!
Honestly i would rpefer that to invulnerable mobs that can still hit you.
And, it is not a rare bug. Anytime a mob can’t figure out a path to you, it usually goes invulnerable. Designed to prevent people exploiting ranged attacks on mobs that can’t find a way to get to the player.
You just explained the reason for the invulnerable mechanic and a very good reason . Its not like you cant change your position on the field unless of course you are trying to exploit . Most invulnerable mobs will reset anyway unless you continue attacking which doesn’t really make sense for you to do does it?
There might be a reason, but as the OP and others explained, the mechanic is buggy and triggers even when the mob should be able to close to melee distance to the player, or allows ranged mobs who cannot close to melee distance still attack at range while they are invulnerable.
The reliance on a bugged pathfinding AI to trigger invulnerability breaks the game.
This is just an awful game mechanic. Most annoying are bosses that refuse to move 1cm outside their defined area. Having a situation where a player can spend quite some time in an engaging fight, whittling away health only to find that suddenly the boss decides he’s had enough and slowly starts walking back to his spawn point invulnerable and regenerating health is beyond frustrating.
Only thing that annoys me that mobs quickly reset. I am ok with them resetting and I am also ok for them being invulnerable while they walk back. What annoys me is that they get full health when they reset. Some fish have (used to have) this system bugged and they would reset without you moving much.
Random invulnerability and random obstructions, very annoying.
Don’t know how many times I’ve had to take 180% of a Vet or Champ mob’s HP to actually kill him due to random loss of combat and full heal (for the mob).
- Colin Johanson while spamming key 1 in GW2
I believe no mobs should be invunerable at all. Unless scripted (like Vollym).
Being in a higher ground than your target is an obvious tactical advance. Sometimes can be a cheap tactic I agree. But…why not letting players use them?
Instead of this whole invul-stuff that brings some annoying bugs, mobs should only do what any living animal do: flee from the source of peril.
But lets take pratical approach of a hypotetical encounter: the Champ Risen Abomination in cursed shore. Simply removing the invincibility would make this encounter trivial.. cause people would just jump on the walls and pew-pew-pew him to death.. so..our dude needs some tricks to make this fight less trivial..
He could have an ranged attack, like a giant when it throws a boulder. That would not only hit people on the walls but also knocking them down. Even further, lets think in this attack he takes a rib from his own flesh and throw at us. Not only it can KD and damage us, but can also, bleed and poison, or..
He could emit a shout, big enuff to hit people on the walls, damaging and confusing them, or..
He could, get blocks and even deflect/reflect projectiles, or..
He could have a big AoE, a stomp, that would KD and damage, etc..
Or even so, walls should be higher so players could not jump on them in first place..
This game does not want you to attack mobs from a location on the map where they can’t fight back. They had a lot of problems with this in gw1. As a result, they introduced this. I think this is fair.
Spirit of Faith [HOPE] – RIP
The “best” thing about the invulnerable mobs are when they attack and do dmg to you, but you keep getting the message: Invulnerable.. Gotta love it :P
They must be. When they werent in some events, the players agroed the mobs before they get to the event itself, and it was a bit frustrating, invulnerable mobs are the reply of ANet to that.
Asura thing.
I can’t even remember how many times I complained about the concept of mob invulnerability. It was the first thing that came to my attention as absolutely unacceptable behavior which I haven’t seen in any other game until the release of GW2. And not only that… As I already mentioned in a thread just a couple of minutes ago, the fact that people can’t shoot stuff if there is a difference in terrain elevation between the player and the thing he/she is shooting at is also unacceptable. A simple example… If I decide to step on a rock which is just 5 inches above the level of terrain on which a mob is the mob itself becomes immediately invulnerable to my shots.
There is also the story about knocking enemies down from high ledges like Kraits from ships wrecks (Krait witch anyone?)To cut the short story long, you can’t do that even if you wanted to. On the other side all the enemies which do have KB skills will be more than happy to knock down players from high ledges and (in most cases) bring them in a downed or even defeated state. That’s not fair! If I can’t KB an enemy over a high ledge I also wan’t them to be unable to do the same to me. Period.
(edited by holodoc.5748)
I can’t even remember how many times I complained about the concept of mob invulnerability. It was the first thing that came to my attention as absolutely unacceptable behavior which I haven’t seen in any other game until the release of GW2. And not only that… As I already mentioned in a thread just a couple of minutes ago, the fact that people can’t shoot stuff if there is a difference in terrain elevation between the player and the thing he/she is shooting at is also unacceptable. A simple example… If I decide to step on a rock which is just 5 inches above the level of terrain on which a mob is the mob itself becomes immediately invulnerable to my shots.
Does not happen to me, and I’ve tried even the rocky, uneven terrain in Southsun Cove east. I’ve stood on rocks, and thrown axes down at Risen during trips in Orr. There has never been “obstructed” when a terrain feature clearly was in the line of fire or “invulnerable” ever.
I tested this. A lot. I gave up an entire hour running around and testing things people said give them this bug. The only one close was the Giant Arctic Jelylfish, which don’t go invulnerable but just leash back to start.
At this point, I’m calling BS unless you post a video.
Does not happen to me, and I’ve tried even the rocky, uneven terrain in Southsun Cove east. I’ve stood on rocks, and thrown axes down at Risen during trips in Orr. There has never been “obstructed” when a terrain feature clearly was in the line of fire or “invulnerable” ever.
I tested this. A lot. I gave up an entire hour running around and testing things people said give them this bug. The only one close was the Giant Arctic Jelylfish, which don’t go invulnerable but just leash back to start.
At this point, I’m calling BS unless you post a video.
You can call it whatever you like fact is a lot of players, including myself, are experiencing the invulnerability behavior on every day basis. When I get some free time I will make a video which clearly shows it happen but in the meantime you will have to satisfy your curiosity by simply searching these forums for the words “invulnerable” and “invulnerability”.
Does not happen to me, and I’ve tried even the rocky, uneven terrain in Southsun Cove east. I’ve stood on rocks, and thrown axes down at Risen during trips in Orr. There has never been “obstructed” when a terrain feature clearly was in the line of fire or “invulnerable” ever.
I tested this. A lot. I gave up an entire hour running around and testing things people said give them this bug. The only one close was the Giant Arctic Jelylfish, which don’t go invulnerable but just leash back to start.
At this point, I’m calling BS unless you post a video.
You can call it whatever you like fact is a lot of players, including myself, are experiencing the invulnerability behavior on every day basis. When I get some free time I will make a video which clearly shows it happen but in the meantime you will have to satisfy your curiosity by simply searching these forums for the words “invulnerable” and “invulnerability”.
I know you didn’t read the post earlier, so I’ll just reiterate:
I tested four of the more common triggers. One of them I haven’t been able to test, one which panned out halfway. It’s not curiosity anymore, because that was back when I kept asking “where/how does this happen” and kept getting back “everywhere/all the time” and similar unhelpful replies.
I’ve tried many combinations, and I continue to make attempts. If I could run a video capture I’d do so just to prove my point. It doesn’t happen to me, I do not see “Invulnerable” except on mobs which pick up that tag as programmed. I do not have the “extrapowerful regeneration” occur for ninety percent of situations they’re supposed to happen in.
If I can’t reproduce it on demand, how do you expect me to say “you’re right, it happens all the time, ranged weapons are useless”?
@Tobias Trueflight
Dude, don’t be so lazy and ignorant. Use the search function above and type “invulnerable”. You’ll find at least two dozen search results for posts where people confirm mob invulnerability to happen for various reasons (one of them being the difference in terrain elevation). Do you play WvWvW? Are you aware of the bug where a simple defender could climb just 20 cm above ground on the hill behind Vale and be able to screw around with 30+ people attacking him because he would receive Invulnerable status (reason being for that – difference in terrain elevation). That bug was finally fixed about a month ago and anyone who actively played WvWvW during that time will confirm it. It happened always and unconditionally which is why it was heavily abused.
Essentially I won’t do video requests just to prove a single guy (or girl) something that he/she can read himself/herself on the official forums. In fact I will make a video which proves invulnerability caused by difference in terrain elevation just not now, but when I actually find some spare time. Until then enjoy your spotless gameplay and stop implying that people which do have invulnerability problems lie. Its plain simply rude.
@Tobias Trueflight
Dude, don’t be so lazy and ignorant.
Don’t be insulting.
Use the search function above and type “invulnerable”. You’ll find at least two dozen search results for posts where people confirm mob invulnerability to happen for various reasons (one of them being the difference in terrain elevation).
Don’t be ignorant.
I’ve done that difference in terrain elevation a lot. A lot. I get “Obstructed” more than “Invulnerable” and only when the ranged path is actually stopped by terrain, tree trunks, or walls. The only time this comes close . . . and mobs still don’t go “Invulnerable” . . . is when they cannot reach me and nothing can path to the target/me.
I posted this.
Do you play WvWvW? Are you aware of the bug where a simple defender could climb just 20 cm above ground on the hill behind Vale and be able to screw around with 30+ people attacking him because he would receive Invulnerable status (reason being for that – difference in terrain elevation).
That bug was finally fixed about a month ago and anyone who actively played WvWvW during that time will confirm it. It happened always and unconditionally which is why it was heavily abused.
Don’t be obstructive.
Nobody said anything about this. Do you mean the cliff where the Legendary Defenders are stationed, where the players actually have it showing up and they aren’t able to do more than harass people willing to stand and be pin-cushioned? That’s the only “hill behind Vale” I can think of unless you want to clarify. This is the lower-left/right supply camps (Fishing Village and Workshop) right? Those are the only spots with “vale” on the borderlands.
Also if it was ‘fixed’ then why are you bringing it up?
Essentially I won’t do video requests just to prove a single guy (or girl) something that he/she can read himself/herself on the official forums. In fact I will make a video which proves invulnerability caused by difference in terrain elevation just not now, but when I actually find some spare time. Until then enjoy your spotless gameplay and stop implying that people which do have invulnerability problems lie. Its plain simply rude.
Lie is such a harsh word, but there’s a reason I called it. I prefer “not telling everything for the sake of making drama” but that’s too long. I also have tried most of what people have mentioned to me (specifically) and until I get the Uncategorized Fractal again I can’t specifically test the last one.
Again:
If I can’t replicate it 100% of the time, I’m not going to say it happens. I can’t get any mobs to go “Invulnerable” unless it is for the very specific reason of “can’t attack things which can’t attack back”.
And if you won’t make the video for me, make it to link to this topic so the people who work on the game can actually see what you’re talking about and get working on it.
Until then enjoy your spotless gameplay
Far from spotless, but that’s okay. I play a ranger, nobody gives a crap about us anyway
Again:
If I can’t replicate it 100% of the time, I’m not going to say it happens. I can’t get any mobs to go “Invulnerable” unless it is for the very specific reason of “can’t attack things which can’t attack back”.
I can’t replicate it 100% of the time, either.
But it does happen. I’ve seen it happen to me and other.
And I agree that it’s hardly very constructive to the discussion to have people barging into this thread and saying “you’re all obviously lying”. So please refrain from doing so. I don’t like being accused of things that are clearly untrue.
How’d that work out for us so far?
Now let’s try some ideas that will really work.
Again:
If I can’t replicate it 100% of the time, I’m not going to say it happens. I can’t get any mobs to go “Invulnerable” unless it is for the very specific reason of “can’t attack things which can’t attack back”.I can’t replicate it 100% of the time, either.
But it does happen. I’ve seen it happen to me and other.
And I agree that it’s hardly very constructive to the discussion to have people barging into this thread and saying “you’re all obviously lying”. So please refrain from doing so. I don’t like being accused of things that are clearly untrue.
. . . all right, fair enough, though I took a page from P&T and called “BS” instead of “you’re all lying liars who lie”.
To rephrase?
I can’t replicate this reliably. I haven’t encountered it except in situations it seems it should happen as intended. For people to say this is a problem of “bad design” is BS. You may refer to it as a glitch/bug, and I won’t argue the point.
It seems to happen the most while playing on my guardian, underwater. Drakes, fish, jellyfish, etc. all will go invulnerable and move away while regenerating. I did start to experiment with attacking them at their spawn point and it can happen even very close to their spawn. My experience has been that it can happen with melee or ranged weapons. I sometimes wonder if it isn’t a guardian’s protective skill/block that triggers them into going invulnerable.
^^This is a bug, unlike the specific mobs spawning and moving towards a DE. I understand those mobs are untouchable until they reach their activation point during the DE.
Other than the guardian underwater the Ranger has only encountered it while shooting at mobs that are on platforms. And that is questionable since they can damage me and I can’t touch them.
Devs: Trait Challenge Issued
If I can’t replicate it 100% of the time, I’m not going to say it happens.
So if we don’t see things happen 100% of time they don’t happen?
I guess planes don’t crash because I’ve never seen one crash let alone 100% of them!
How absurd, go troll somewhere else.
@Tobias Trueflight
Here you go since you asked so nicely…
A couple of things to note.
1) I made this video just about an hour ago (uploading took some time).
2) I did not specifically choose a location for filming but simply looked for the first high ground I could find after logging in to the game.
3) It seems that the “Invulnerable” text is much harder to see now however that doesn’t change the end effect in this case (read the video description).
4) Please view in 1080p in order to clearly see what damage is reported in the Combat log window.
(edited by holodoc.5748)
Personally I would like this mechanic removed, both ways.
If I can gain a tactical advantage, I should be able to use it.
Conversely, the enemies should be able to hit back, but at some disadvantage.
If I can shoot farther because of height, yay for me and boo-freaking-hoo for them.
If they have a positional advantage, they should be able to pummel me!
And I should be able to hit back, to a realistic degree.
The game should not care if I can poach a deer with impunity.
It is a freaking deer, not a TRex.
And no boss should be designed to allow that – it IS supposed to be TRex(like).
Having anything invulnerable is bogus.
@Tobias Trueflight
Here you go since you asked so nicely…A couple of things to note.
1) I made this video just about an hour ago (uploading took some time).
2) I did not specifically choose a location for filming but simply looked for the first high ground I could find after logging in to the game.
3) It seems that the “Invulnerable” text is much harder to see now however that doesn’t change the end effect in this case (read the video description).
4) Please view in 1080p in order to clearly see what damage is reported in the Combat log window.
You missed a few things. Such as the part where the mob you’re attacking is capable of doing damage to you. This is just classic “No path to player, so no fighting” behavior, which is there to prevent zero-risk farming. (A type of farming easily exploited by bots.)
Edit: I feel like this thread is splitting into a few different directions. If I’ve got it right there’s:
- Enemies that can deal damage to you while having invulnerability.
- Enemies that leash and go out-of-combat too easily, and reset their own HP bars without the player leaving combat before the mob re-engages.
- Enemies that stay out-of-combat and remain passive if you attack them from unreachable locations.
I believe the OP was referencing the first. You gave an example of the third.
It’s pretty obvious, and nobody’s impressed.
(edited by Softspoken.2410)
“This is just classic “No path to player, so no fighting” behavior, which is there to prevent zero-risk farming. (A type of farming easily exploited by bots.)”
And Athene – funny guy.
I suspect half the people here realise this, usually when a mechanic so simple is being “misunderstood” it is a sign of something nefarious going on.
It may just be that your original statement was wrong.
Please try again.
The question remains as to why there are places where mobs can be safely attacked. I know GW2s maps are big and all, and that the developers can’t account for every of every map, but still. Why pick a system the game can’t support without resorting to this infuriating mechanic?
GW2’s system actually reminds me of Firefall and how well its open world farming is implemented. All mobs in Firefall are spawned by either random world events or thumpers and during these encounters developers can handpick from a set of strategic spawn locations. There are no safe spots to attack from during events and the encounters themselves feel very natural with their high degree of randomness.
If I can’t replicate it 100% of the time, I’m not going to say it happens.
So if we don’t see things happen 100% of time they don’t happen?
I guess planes don’t crash because I’ve never seen one crash let alone 100% of them!
How absurd, go troll somewhere else.
No, how about you go do personal attacks on someone who keeps score?
I play a ranger. I play where most of my damage comes at range. I play going for places where mobs take long paths to get to me so I can get free hits in while they path. I do not get this to happen reliably, nor can I willingly trigger “invulnerable”
@Tobias Trueflight
Here you go since you asked so nicely…
Well, let’s see.The mob can’t path and can’t hit you so it sits there and regenerates health incredibly fast. For the first two minutes, I don’t see “Invulnerable” popping up, I see damage being dealt and regenerated fast.
So, after four minutes of watching you pretty much demonstrate exactly what I said had to have been intentional design to prevent people from fighting without being at risk of enemy attacks? I think I’m done here.
Thanks for proving me right
The question remains as to why there are places where mobs can be safely attacked. I know GW2s maps are big and all, and that the developers can’t account for every of every map, but still. Why pick a system the game can’t support without resorting to this infuriating mechanic?
Please note, you can technically still kill something like this, with enough damage getting done. I’ve had to do it twice in Thaumanova’s “Ice Sector” to have any hope of getting across a couple jumps where Elementals were waiting. It is not easy.