Bug cliffside fractal
Confirmed, The new strat on this fight is not to pick up the hammer, but instead zerg the seal, ignoring the hammer mechanic we used throughout the fractal.
This has gota be a bug.
I am currently on the Legendary Archdiviner at the top of the Cliff fractal. When he drops the hammer, no adds spawn and the boss stays invuln indefinately. This has esesntially broken the Cliff fractal, and in turn made it a gamble to do ANY FotM run. If this particular fractal comes up, you can not complete the run.
edit-it seems the hammer vanishes after a period of time also.
(edited by Mahrroh.5183)
Can confirm, and if you reset it by all dying he just starts spawning infinite mobs.
Can confirm, and if you reset it by all dying he just starts spawning infinite mobs.
That would explain the unbelievable amount of adds when we managed to reset him. Im staying away from Fractals for now.
Happened to us too! We’re just hitting the seal atm. It’s taking forever, but that’s the only way.
Actually we had a completely different run.
When the Archdiviner went into the first stun phase, no mobs spawned which caused us to die and reset it.
When we went into the fight a second time, he did not go into a stun phase, and when we got caged, the cages were not targetable, and we ended up dying.
When we went into the fight again, it seemed normal and we managed to attack the seal down to 0 HP. However, the mobs still kept spawning, and the event did not end.
This event seems to be royally bugged.
I just attempted the Cliffside Fractals and realized the same issues were present in my encounter. It’s bugged. We should see if this can be “fixed” soon.
Confirmed bugged, please hotfix ASAP. Bugs that stop fractals from being completed are not acceptable (it was 3/3 for us and we had to abandon our run)
Thanks
Just finished this one myself. We got to him, he dropped the hammer but spawned no adds, so our group was forced to suicide. We decided to give it another shot and found that his health had not reset and we were able to complete the fight after that. ( we had another wipe in there but again no health reset)
Still very annoying to have this broken when they “fixed” it
That was a time where me and my team… got 2 hammers …no idea how.. and we died and return to checkpoint.. the archdiver did not return to full hp and his hp was not enough for us to destroy the seal but when he reach almost 0 .. he return back to a certain HP too
Just finished this one myself. We got to him, he dropped the hammer but spawned no adds, so our group was forced to suicide. We decided to give it another shot and found that his health had not reset and we were able to complete the fight after that. ( we had another wipe in there but again no health reset)
Still very annoying to have this broken when they “fixed” it
His health don’t matter as it regen if needed. Actually after seal hp reached 0, mobs started spawning. Then after a while hammer apeared on ground, you have to take it, kill one mob and struck it once again when seal have 0 hp.
As sb said before, if there is no glowing purple orb around a seal you have to reset to checkpoint until it appear. There is a platform on the right where you can jump to death (to avoid repair costs)
We went through stage 1 (no adds) and stage 2 (0hp seal not getting destroyed) as well, but when we reset again, we managed to AoE the seal, thus finishing the fractal.
Don’t know what they “fixed”.
We went through both broken phases as well. It would be nice if ANet could actually playtest stuff before they release fixes like this.
So.. what we get now:
Get Diviner down to 75% for hammer drop;
Pick the hammer up and…..Return for a restart, because chanters wont spawn, and there won’t be a way to charge the hammer. Thanks for the amazing patch.
OMG! We just had the exact same bug.
We had to suicide by jumping off the side and restarting. Worked the second time, but still was bugged. The frac immediately ended after killing him, and didn’t take us to the next frac.
It was broken and people were exploiting it. However, they made it nearly impossible to complete with new bugs. This patch seemed like there was absolutely no testing involved before the rolled it out.
The most frustrating part for me is if there’s a bug that benefits the player, they fix it right away. But, if it’s not beneficial they will just leave it be and never fix it. I get it, they don’t want people exploiting, they want them to do it as it was designed. This is getting out of hand though, the game is going to be ridiculous in a couple months due to compounding bugs that are never fixed.
Also:
“Cliffside: Fixed an issue where players were able to attack and kill the first boss before triggering the cinematic.”
I wasn’t aware of that bug, but it would’ve been nice if you could either shorten that animation considerably, or remove it entirely, for example after a player has seen it once. It’s quite annoying to have to re-watch it every time.
i hate to plea.. or whine.. whatever you call it.. but at this rate, more bugs are going to be introduced you fixing things. i kno wit’s only been.. 3 months and a bit, but this seems rather consistent and that with each pathc, MORE bugs get introduced than the last patch. certain bugs / errors have been around since day 1 as well and doesn’t seem to have been touched at all. at least, no notification was given.
i still have faith in you guys! and looking forward to when these bugs do get fixed. and that you don’t have people believing that you’ll only fix stuff that stop players from “exploiting” or “farming gold/loot fast” and look at problems that are essential to a players genuine gaming experience as well. so far it seems exploits are too quick to be fixed, which is good. but hopefully not at the expense of other long standing bugs.
Akaigi | Warrior Made of Wood
[CDS] – Sanctum of Rall
Had this happen to me today too. Luckily we had a necromancer in our group who just used lifesteal on the seal.
https://forum-en.gw2archive.eu/forum/game/dungeons/Dungeon-Patch-disussion-12-3/first#post915593
does this workaround actually work? not attacking the cultists before the boss, in the last fight, i mean.
I can confirm this bug. Happened to me just then as well
Blocker!
The current fix is blocking this boss since no mobs are spawning when he drops the hammer… Condition damage is needed to complete this stage.
https://forum-en.gw2archive.eu/forum/game/dungeons/Dungeon-Patch-disussion-12-3/first#post915593
does this workaround actually work? not attacking the cultists before the boss, in the last fight, i mean.
as it says in that post, “it could help” but if you are on higher scales, it’s not gonna change much. Instead it will cause monsters to spawn infinitely.
Should really just revert the whole broken patch. It takes an hour to clear 3 fractals on higher scales, and at some happy point you find out that it’s not gonna happen cause the map is now broken. It’s just annoying that all the bugs that put players at disadvantage are being completely ignored, while everything that allows a small chance to save some 5 minutes is being fixed in such manner.
This still isn’t “fixed” yet? Just more duct tape, huh?
This still isn’t “fixed” yet? Just more duct tape, huh?
You’re giving duct tape a bad name
For the first phase just single target the boss, leaving the 4 mobs around him alive. Kill them when he drops the hammer and the next phase begins.
Well it’s about a year later and it’s still bugged. I had full zerker team and the seals were healing so fast we couldn’t keep up. The respawn of the chanters were too fast and too many, leaving it impossible to complete the level, we had to return back to the lab unfortunaly.