www.youtube.com/user/stephnbf
www.twitch.tv/veteran_oakheart
It’s not hard, i actually almost solo’ed last boss. But it need some better rewards idd
or they can buff all the other dungeons up to this level
This please, but then i think 2g is a little bit too low.
This dungeon is hard for uncoordinated groups or groups that don’t plan or talk.
Plan/talk, and it becomes a challenge of coordination.
Give it a few weeks and even pugs will be completing it fairly easily.
Oh wai-
I’vw done it today. But I won’t get back there ever.
I rather liked the dungeon. I beat it last night with a pick up group with only one wipe on the last boss (none of us had done it before either). Some fights gave us pause and made us change things up, but it was far from “way too hard”. A few discussions in chat were all we needed really.
(edited by Imrek.6591)
People are lazy and they expect free gifts just like theyve been recieving with champ farming. Explorable dungeons were always meant to be for organised groups, its nice to have another path which actually fits that role. Shame they removed TAFU which already fit that role when it came to the final boss….
Whats up guys, I hear alot of people are having problems with the new dungeon. I have completed it multiple times with my guild. We have mentors/officers who teach and lead dungeons. If you guys want to join our guild we have a post here – https://forum-en.gw2archive.eu/forum/guilds/recruitment/Knights-of-Ares-Dragonbrand-NA/first#post2942963
I’ve done it 3 times. 2 times I’ve run guildies through it (Mumble helps) and once I pugged to see where people are at. (Players still dont know the mechanics and what to do)
Remember though, this dungeon path is meant to be end game, that is why it is hard. It expects you to have full exotics.
This dungeon is a pugbuster like Arah, more so for this dungeon since it uses a lot of cheap tricks. Cheap gimmicky stuff is not hard or a challenge, it’s just annoying.
Some of you don’t understand the difference at all and come and post on the forums like elitist. You are playing GW2 nothing about you or the game warrants that attitude.
This dungeon is a pugbuster like Arah, more so for this dungeon since it uses a lot of cheap tricks. Cheap gimmicky stuff is not hard or a challenge, it’s just annoying.
Some of you don’t understand the difference at all and come and post on the forums like elitist. You are playing GW2 nothing about you or the game warrants that attitude.
Ooze kiting aside, what’s so gimmicky that makes it annoying?
The room with the electrified floor is mighty easy when you figure the pattern out, though I must admit sometimes the animation begins after the floor becomes a bad spot to stand on..
Killing the generators is too and the holograms have a really low HP pool (You can rally if you kill one).
The final boss is even soloable (it does take time, however).
Its not combat hard.But puzzle hard you need some co-ordination.Just everyone understanding English in Pug should be enough.
(edited by LONGA.1652)
Just because it’s the LS spotlight doesn’t mean this dungeon is intended E for everyone. Sometimes updates are aimed at the more “hardcore” crowd, and that’s good.
How does ANet ever expect to satisfy the harder content needs of their players if with every single instance the more “casual” (hate to use because I am one myself in PVE) players are up in arms over the difficulty? For that reason alone expansion packs are better for expanding a game in all directions.
L2 dodge red circles
This really just illustrates a point: there needs to be two modes for new content. There are both hardcore and casual players in the game. Each should be able to enjoy the new content. The hardcore types want dungeons or content that are even more challenging than what has been released. The casuals want to experience the new content without the same level of difficulty.
ANET is trying to play in the middle of both groups but that just makes everyone unhappy. It would definitely be better to have two different difficulty modes with different achievements or rewards. Everyone wins.
Not a big fan of the ooze section (got stuck on that last night), but the rest of the dungeon seems fine! I wish that they would have more one on one cutscenes with Caithe, though.
This really just illustrates a point: there needs to be two modes for new content. There are both hardcore and casual players in the game. Each should be able to enjoy the new content.
This isnt hardcore content though. Hardcore content would mean that you would need a fully optimized groups that are all on teamspeak together. It would mean that even if your team knows exactly what to do, it would still be hard.
This path is purely about knowing the strategies for the bosses and puzzles. Once enough people figure out what to do, the entire path becomes easy all of a sudden.
Youll see.
Not a big fan of the ooze section (got stuck on that last night), but the rest of the dungeon seems fine! I wish that they would have more one on one cutscenes with Caithe, though.
Even the ooze bit can be aced quite easily.
- Use two elemental kiters that go in first and pick up as many elementals as possible. Mind that the first one spawns close to the ooze, so its adviceable to pick that up first. Once they picked them up, let the kiters kite them to the far door and keep them busy there.
- Once the elementals are at the door the ooze kiters pick up their ooze and guide it to the far door. Make sure they dont pick them up to early, or they will take elemental dmg for no reason.
The 5th member can function as a roamer to help outwhereever needed. Make sure you use profs that are good kiters like rangers or mesmers as elemental kiters.
Thats it. 100% succes rate.
The fights were more or less easy once the mechanics were understood by your team. The ooze puzzle was a little tricky but I kinda feel it was intentional to put a tough puzzle up front to let you know you need to coordinate for this dungeon and not just go in zerging like a chicken with its head cut off.
But I do get what you mean when you say it might not be worth the current rewards that I dropped. However, I would much rather they buff the rewards rather than nerf what is actually a pretty fun dungeon.
it is too hard especially when playing alone.
The dungeon is a bit too hard, the frustration that brings makes it less fun than it should be. Same problem the last few updates have had, zero casual content added for a game supposedly advertised as casual friendly. Apart from that the content seems to be extremely light this time, especially if you have no interest in dungeons, in that case you have nothing to do at all.
I guarantee once the next update is up people will not go back to this dungeon path in favour of easier more rewarding dungeons. It may be hard content which is good for a handful of people, but not lasting content due to the reason I mentioned.
The dungeon requires 4 to complete so trying it alone is a bit silly.
it is too hard especially when playing alone.
Oh, my friend, use the LFG tool. Don’t be shy. I assure you there are lots of reasonable people out there.
The dungeon requires 4 to complete so trying it alone is a bit silly.
He meant playing alone as in no friends/guild. Some people feel insecure at the beginning, so they avoid pugs.
This really just illustrates a point: there needs to be two modes for new content. There are both hardcore and casual players in the game. Each should be able to enjoy the new content. The hardcore types want dungeons or content that are even more challenging than what has been released. The casuals want to experience the new content without the same level of difficulty.
ANET is trying to play in the middle of both groups but that just makes everyone unhappy. It would definitely be better to have two different difficulty modes with different achievements or rewards. Everyone wins.
No, see, Colin has this great plan: Instead of making hard mode dungeons, which fractures the community into the people who do hard mode and the people who don’t, you make some dungeons harder than others, with the hard dungeons being intended for a small portion of the community, which… totally doesn’t fracture the community into the people who do the hard dungeons and the people who don’t?
No but seriously, this is what the lead designer of Guild Wars 2 actually, genuinely thinks: http://www.youtube.com/watch?v=Jy7CcwnfUdU#t=16m19s
So I ran this for the second time last night. When we got to the ooze door we were having some challenges and two players were constantly complaining and screaming for resetting the ooze to start the run again. They rage quit after about 4 tries and we get two new players, explain the mechanics and get it done on the first shot. I then understood where our weak link was.
Point is, rather then complaining and raging, figure out the mechanics and git ’er done!
p.s. This was a PUG that we took all the way to the final boss. The dungeon is not too hard if you pay attention and contribute your grey matter to make your team successful.
p.s.s. This not WoW. You actually have to think about what you’re doing.
This dungeon is not even close to something that could be considered “hard”. Period. It’s not the easiest thing in the world, but when you understood the mechanics, it’s no big deal really. Even the ooze pulling is very fine imo. The only spot where the horrible AI can get in your way is in that annoying electro field puzzle.
p.s.s. This not WoW. You actually have to think about what you’re doing.
I really wonder how you manage to do high level raids without thinking
This dungeon is not even close to something that could be considered “hard”. Period. It’s not the easiest thing in the world, but when you understood the mechanics, it’s no big deal really. Even the ooze pulling is very fine imo. The only spot where the horrible AI can get in your way is in that annoying electro field puzzle.
p.s.s. This not WoW. You actually have to think about what you’re doing.
I really wonder how you manage to do high level raids without thinking
Ok, point taken, but WoW even at “high level” really isn’t very challenging anymore. The days are long gone where it would take a dedicated guild months to clear an end-game raid.
Just did dungeon for first time got 13 of the achieves for it wasn’t to hard was just right IMO missed 1 chest at end to get the 5 optional missions done we were so close
I feel like the dungeon isn’t too ‘hard’, just that it requires all 5 party members to be good and decently coordinated. And in an MMO with pugs, that’s asking a lot.
So, first time you do it, you don’t understand the mechanics and say it’s too hard. The mechanics won’t change. Learn it and it’ll be fine.
I wish it were harder. I liked it the first run through, but I know it’s going to be the exact same puzzle/mechanics next time around. The fun part was figuring out what to do
So, first time you do it, you don’t understand the mechanics and say it’s too hard. The mechanics won’t change. Learn it and it’ll be fine.
I wish it were harder. I liked it the first run through, but I know it’s going to be the exact same puzzle/mechanics next time around. The fun part was figuring out what to do
This is the case with every bit of learn-the mechanics-based dungeon and raid content in every MMO. Making it harder would not change this unless it were so hard as to be undoable. At that point the nerf calls would increase exponentially, and even the elite would call it “over-tuned.”
Once you learn what to do, you are repeating, not improvising. There is no fix for that as long as devs are basing difficulty on learning a tactic. Unfortunately, I don’t think gaming companies are looking for ways to generate challenge based on random occurrences and difficult to predict actions by mobs — and these are the only things I can think of that would keep challenge fresh.
I like the dungeon overall but the ooze segment needs to be fixed. Make the kitten oozes friendly and then I’ll gladly PUG this. As it stands I’ll only do it with organized groups.
I like tough/challenging content and I do not want anything that constitutes a challenge to be nerfed, personally. However I really do not like the mechanic in the part of the oozes. I think something better and more fun could have been done there. For me, it is not a challenge, it is plain annoying.
Didnt find hard, its normal level tbh. Did with pugs with no problems. Give 2 days people will do it with one hand.
(edited by mmzn.8201)
Agroing lava ele’s is not enoug, the moment lava ele sees ooze, he will attack her no matter how much agro you put on lava ele.
?_?
The Ooze has a Gender!??
Run it 5 times now.
Ain’t hard.
People were asking for nerfs right after Tequatl was updated, but it still ended up being an incredibly awesome fight- this game needs more challenging content, not less challenging.
And how many people bother with him now? Not very many is my guess.
While I enjoyed my time in the new path last night even though we didn’t finish it I don’t think the game needs more content like Tequatl. He may as well be temporary content if no one bothers with him anymore.
(edited by fellyn.5083)
Tequatl is a different beast.
You can’t compare an open world event requiring 80 people to be fairly coordinated to a dungeon path.
Allow us to skip the trash and reduce slick and sparki’s hp and its a good path.
The dungeon itself is quite good but ooze part need to be redesigned I guess. I generally wouldn’t like to spent few hours with PUGs there so, if Anet wouldn’t like to have this path completely dead in few weeks they have to do at least ooze part more PUG friendly. In the PUG party we finally manage to do it only we had 2 guards that can keep elem agroed most of the time while other guys manage to do ooze. Before that there was around an hour of ppl rotation with necros, mesmers, engineers, wars etc. nobody can handle elems good enough. Personally myself I get a big trouble with my mesmer to keep elems aggro or kill them fast enough that they can not kill ooze. So I have an impression that at list this ooze part is required certain class stacking that is not fare.
Do something with ooze part, rest of the dungeon is great.
P.S. If ANet will not do something with this ooze event and continue to listen “super pro guys who are soloing everything in the game” I guess it will be the same story as with Tequatl event. For example at my server it is completely dead now and was killed only few times at start when few guilds coordinates at TS for killing it. No chance for PUG to do that. Same story will be with this dungeon part.
(edited by Andrey.4297)
This dungeon path is NOT that hard. It can be difficult at times for uncoordinated groups, but it’s still manageable. What makes it a royal pain is the GW2 community.
I did this dungeon today, and it took me 4 HOURS to complete. Most of us were inexperienced, and probably hadn’t run many dungeons, but we took the time to talk about how we failed and learn from our mistakes. If it had been ONLY that, it probably would’ve taken us two hours at most.
However, when people whine and complain after a failed attempt and rage quit while cussing for ages, it takes way longer. We wasted SO much time finding new people just to help us finish the dungeon, it was absurd. If the community were more patient, less judgmental, and more willing to talk and teach, this path (and frankly, 90% of the game) would be a lot more fun.
On a lighter note, the LFG tool made finding replacements a lot easier and more reliable. Thanks for that, ANet.
Completed it 3 times so far leading pug groups, it’s not hard, tedious and low rewards maybe, but not hard.
I love this dungeon path. It’s got mechanics beyond “stand, fight and occasionally evade.” They take more than one attempt to learn. The mechanics don’t require a dedicated group of optimized professions/gear to get through.
I’m sorry it’s not to everyone’s taste, but such a thing doesn’t exist. This is my favourite patch since the Sanctum Sprint.
It’s roughly 2.4 gold in 20 to 30 minutes. Seems fine to me as far as dungeons go.
But I also think dungeon rewards should be doubled in most cases, including the new dungeon path. In a few other paths, rewards need to be rethought entirely. For example, the first path of Citadel of Flame shouldn’t be giving the same gold reward as the third path of Crucible of Eternity.
Completed it 3 times so far leading pug groups, it’s not hard, tedious and low rewards maybe, but not hard.
this!
So many people wants dungeon like this….
YOU HAVE!!! go COF3 its almost identical….
Why don t you all go COF3, SE2 and ARAH4 but you like TA?
maybe because its new?
From what I have seen, this is too hard for open world players who are lured in by the living story. For dungeon players, however, it is a fun challenge that is not too hard to overcome. I think ANet needs to decide who living story is for: the average player, or adding end-game content for higher-skilled players. At the moment, they are bringing both in and upsetting the lower-skilled players :\
Have to say this is the third or fourth update I’ve been less than satisfied with or had content I just ignored. Being rather fanatical about achievements, this is unusual for me as a gamer. I ignored the Gauntlet, SAB World 2 was a frustrating mess, Teq was a disaster, and now this dungeon. . . .
I hope to God that the Halloween with The Mad King event is as epic as it was last year. Otherwise, I’ll have to conclude this isn’t just a bad trend, but the way the game is now.
It’s not hard it just takes understanding of what skills/tactics work to deal with it. I know, you’ve heard this all before. Everyone says understand it but just don’t like it but well, thats what all players ‘think’ when they first try difficult content in this game. Heard it 100 times before. Put them in the party and we will quickly find that they know absolutely nothing but the basics. We teach them and what do you know, they actually begin to enjoy it if they are capable of performing.
Then you meet people who know what to do (it really shows when they do understand it all) and you find that these people really enjoy the dungeon.
Just you wait until all the tactics have been figured out and released in video form in one nice compilation. This dungeon won’t look near as difficult. Every time our group does it, it’s just getting easier and easier as more ideas come up to make things more efficient. Very soon, it’s going to be no harder than CoE.
i finsihed it last night with ppl who know how to play and read chat.
if you or your group find it hard its because you are just not good enough at tactic based fights.
your all soused to stacking in corner poping time warp and spamming hundred blades that you have no idea of any real tactic based fights where u have to be aware.
i hope anet brings out content just liek this to force ppl to learn to play propperly and not just stack zerk and win
Completed it 3 times so far leading pug groups, it’s not hard, tedious and low rewards maybe, but not hard.
this!
So many people wants dungeon like this….
YOU HAVE!!! go COF3 its almost identical….
Why don t you all go COF3, SE2 and ARAH4 but you like TA?
maybe because its new?
CoF3 almost identical? What? This new dungeon completely different
I strongly, strongly disagree with the OP’s message. This dungeon is not hard. There are a few mechanics that need ironing out, like the first ooze room could use a teensy bit of love, but it’s otherwise a fantastic dungeon. It teaches you its mechanics as you proceed through it, it makes classes that are otherwise not so valued in PvE much more welcome (pulls make Thieves and Necromancers fantastic for the last fight), and it has mechanics that support doing things other than xXZerkerEsports100blades420Xx. A skilled, intelligent group should have no trouble at all getting through this dungeon.
Overall, a great showcase of what GW2’s combat engine can do. Overall, I’d say this patch was a strong one, despite being centered around Scarlet- Who I didn’t even think was all that offensive this patch.
I have two problems with this patch, though;
Removing F/U was unnecessary. I hope that they reconsider doing this.
The rewards for completing the dungeon are pretty skinny, but this is something of an overarching problem with dungeon rewards. The reward revamp didn’t really fix it, I don’t think.
I am uninstalling Guild Wars 2 after being one of it’s staunchest supporters. I loved your living story, your actual story, dodge rolls, the art … But the developers are too interested in pumping out pay-to-vanity items that they cannot create quality dungeon content.
Test your dungeons, make them fun to play. Set class rolls. Do something. Because I’m leaving.
I’m sure wow will welcome you back with those “class rolls” lol.
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