Bug Questions - Dredge Fractal

Bug Questions - Dredge Fractal

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Posted by: eindigen.1275

eindigen.1275

So my question is directed at the team behind the dredge fractal and the design choices/bugs that exist in the current version of this fractal. The beginning might sound a bit rant-heavy, but I promise there’s positive motives behind it as you read on.

Okay, so, I just finished one of my many daily runs through a lv. 38 FotM, and I just had one of the worst experiences in this game thanks to the Dredge fractal.

1. Removed Exploits
Okay, ANet, I totally get it; you needed to fix the exploits that people were abusing to make the path easier. While this is completely valid and I applaud the steps toward correction, as exploits should not be used, has anyone on the staff stopped to think about WHY people are using these exploits in the first place? In comparison to every other fractal, this one takes the longest, features the most trash mobs, and probably has the most bugs that are easily noticeable.

2. Fun Factor
This fractal is not fun. In fact, it is the COMPLETE opposite of fun. There is a reason most players and groups doing higher level FotM attempt to “roll” for specific fractals; the Dredge fractal is disproportionately difficult and takes longer in comparison to the Underwater, Swamp, and other fractals. I have yet to see a player say, “Oh, cool, Dredge!” when receiving this fractal. Most of the time, it is met with hatred and disgust, and most players feel drained after completing it.

3. Number of Mobs
The number of mobs in each section of this fractal and the rate they respawn is absolutely ridiculous.
– In the button pressing section, players expect to die, so many plan which 2 players will sacrifice themselves and die on the button pads to ensure an easier time on the control panel. Yes, most players die multiple times just to complete this section. Why is this? The mobs respawn too quickly and there are too many mobs for a group of players to deal with at a time.
- The bomb-running section is by far the worst part of this dungeon due to respawns. I don’t know whether it’s intentional or not, but there can be upwards of 50 dredge at a time that players have to deal with. It’s understandable wanting to create a difficult scenario for players to overcome, but once again, players usually die multiple times just to get through this section alone, and they expect it.
- The Rabsovich fight spawns an obscene amount of mobs for no reason. It is not difficult, it is just tedious and mindless killing that takes forever to do and drains the player of inspiration and enthusiasm to continue.

4. Invulnerability
Speaking of annoying glitches, during the Rabsovich fight, spawning dredge are invulnerable for approximately 3 seconds after becoming visible. Whether intended or not, this becomes frustrating when the dredge are able to initiate on your group before you can initiate on them, and you are unable to estimate when they will become vulnerable so you can time your moves properly. It’s an extremely frustrating mechanic that doesn’t need to be there. Again, it just makes the encounter and fractal take more time than it needs to and wears out the player unnecessarily.

So what I’m saying is this: the reason players are using exploits in this dungeon that the ANet team needs to patch is because the fractal itself isn’t fun and has too many issues that create a negative experience. This doesn’t have to be this way, though, and there’s very simple changes that can be made to improve the fractal’s experience and keep it in line with the difficulty and length of the other fractals.

1. Lower the dredge amount and slow down the respawn rate of the dredge during the pressure-pad sequence. If each chamber had 2 random veterans and a normal dredge, and the final chamber had 2 veterans and a normal dredge on each side, it would be both challenging and manageable. Make the dredge that spawn have a knockdown ability and force players to manage their control abilities. This has potential to be extremely interesting!

2. Lower the dredge amount in the bomb-run to a manageable level. It’s a cool idea that the dredge pick up the bombs you place to attempt to save the door from destruction, but the mechanic isn’t the focal point when there are anywhere from 30-50 dredge spawned in the room that RESPAWN before you can even kill them all. Lower this number to about 7 normal and 3 veterans and this part can be interesting and fun.

3. During the Rabsovich fight, the trash mob dredge should only spawn so long as Rabsovich is alive. Once Rabsovich is dead, players should be able to proceed.

4. During the final fight versus the Legendary Powersuit or Ice Elemental, certain control mechanics on some professions do not seem to interrupt the boss properly out of its heal when it has the molten debuff on it.

(continued on next post)

Bug Questions - Dredge Fractal

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Posted by: eindigen.1275

eindigen.1275

Anyhow, I’m extremely curious of the design decision that went into this fractal and why certain choices have been made, and why some glitches (or what us players view as glitches, at least) still exist when any method to make this dungeon more manageable have been abruptly taken away, even if they were exploits that shouldn’t exist.

Any response would be great, as this is extremely frustrating as a daily FotM runner. Honestly, the issues (or these perceived issues, anyway) are draining and make me question how much involvement I should really have with it.

Thanks for your time,

Concerned FotM Frequenter

Bug Questions - Dredge Fractal

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Posted by: Fror.2163

Fror.2163

On all my runs at fractals 30+, I indeed expect to die on that fractal.

There was that one time where two of us actually didn’t on level 38. We still speak about that one feat! It’s the only fractal that I run in a tank equipment, because in a dps one, it’s way too hard.

I don’t mind the challenge that this fractal brings. I mind that everytime we have it we are completely drained afterwards and we all want to skip the next fractals because of the time. It’s a real torment.

Frór (yes, with the accent!)

Bug Questions - Dredge Fractal

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Posted by: Rabe.2456

Rabe.2456

+1 this thread. When I am playing fractals with my group and we encounter the dredge fractal we decide to leave and start over like 90% of the time, because this dungeon is not fun at all.

Bug Questions - Dredge Fractal

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Posted by: eindigen.1275

eindigen.1275

I’m very curious whether or not the “difficulty” of it (or frustrating factors, as we players think) was intended or not. And the same thing goes for the small bugs like the invulnerability. I hope someone from the ANet team responds.

Bug Questions - Dredge Fractal

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Posted by: Asia Skyly.7198

Asia Skyly.7198

I agree 100%. This fractal is not fun. Not one bit. Every patch over the last few months have made the fractal harder and more annoying. It is incredibly time consuming compared to every other fractal. Someone should answer the questions regarding the design of this fractal.

It is totally not fun.

Bug Questions - Dredge Fractal

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Posted by: TheBlackLeech.9360

TheBlackLeech.9360

Lets just turn every fractal into an easy fractal.

Lets just take the difficulty factor out of the game entirely.

That sounds like a game I’d like to play.

…not.

Bug Questions - Dredge Fractal

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Posted by: Asia Skyly.7198

Asia Skyly.7198

This is not about making it easier. As it stands this fractal is NOT HARD, it is just tedious and time consuming to an alarming degree.

The issue is a question of design. The length of the fractal is incongruous with the rest of the fractals. Therefore the question is being made: Why it is designed this way?

Bug Questions - Dredge Fractal

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Posted by: eindigen.1275

eindigen.1275

This is not about making it easier. As it stands this fractal is NOT HARD, it is just tedious and time consuming to an alarming degree.

The issue is a question of design. The length of the fractal is incongruous with the rest of the fractals. Therefore the question is being made: Why it is designed this way?

Thank you, Asia Skyly. That is exactly what I was trying to get at. The Fractal isn’t hard in a sense that it requires a lot of finesse to get through it decently enough – this being a great sense of difficulty vs. reward; it’s hard in the sense that everything is unnecessarily long and unnecessarily tedious.

I wish people wouldn’t look at this as an attempt to make the game easier. I’m actually all for making things more difficult, including challenge-mode-like dungeons, but what I’m not fond of is challenge through what I perceive to be flawed game design.

Increasing a mob’s health does not equal challenging and fun. Increasing a mob’s damage alone doesn’t ALWAYS equal challenging and fun. What does fulfill these things, however, is variety in the mob’s mechanics and the damage these mechanics do.

I’d much rather fight a boss with low health and 4 ways to one-shot down a player that has a high chance of party-wiping instead of a boss with high health and only two attacks that it repeats over and over again for 5 minutes.

What I’m looking for is answers to why ANet went the direction of health and quantity over minimal health and quality for this fractal. In particular, I’m looking for an encounter that’s both fun and challenging, not long and tedious when the other fractals are completely fine in comparison.