Some bad bugs and a few terrible design choices

Some bad bugs and a few terrible design choices

in Bugs: Game, Forum, Website

Posted by: Ghost.9035

Ghost.9035

Okay, in no specific order:

The combat bug – THIS NEEDS TO BE FIXED ASAP. Should have been fixed on day 1 imo… We have all been there, hit a mob, but didn’t kill him. As long as you are in the same postal code that he is, you will NEVER leave combat. Sometimes even after killing them I stay in combat indefinitely….

The gathering bug – Why on earth does it interrupt typing when I am gathering stuff? Stop it. Stahp it nao.

Agrro radius on risen disciple is still half a mile (have no idea how that could have happened, but it did none the less)

So many skillpoints are bugged, they go friendly for some reason after being activated

The following aren’t really bugs, but are design choices of such poor magnitude that they should be treated as bugs and changed/removed at the same speed…

Risen putrifiers.. the pull they have, I want everyone to think about what this is. They don’t use it in close combat, they run right up to ranged people, the ONLY time they use it is if you try to get away from them. So this skills ONLY purpose in the entire game is to literally annoy and get in the way of the player. It doesn’t make anything harder, it doesn’t increase the difficulty at all… So I can only assume that whomever put this in did not have the players best intentions in mind. Don’t remove it, change it so that they use it exclusively on players attacking them from range.

Why do all of the risen mobs in the final zones move so much faster then you do? And I have a 25% speed buff too. Again, I can only assume that this is put in to get in the players way, which is NOT something that makes a good game. They shouldn’t get out of the players way, obviously. But intentionally putting in some random impassible barrier (that would be mobs you can’t outrun if) is just purposely annoying the player. Also, this makes it difficult for stealth users, because often as soon as you cloak, they bolt off and you have no chance of catching them again before your short stealth runs out.

Nearly (NEARLY) everyone I have met has had issues with the mob layouts of the final area. This is the one place in which I have pretty much heard a unanimous “make it easier” deal. The mobs have 10 second respawns, are way too close together, and again move too fast. I don’t personally have a real opinion about this. I deal with it, but everyone I have talked to has had issues with it just being aggravating.

Finally, something that all of the hardcore “never make anything easier ever” people will get super mad at me for saying, but NPC CC should NEVER EVER EVER stack. I have been in more 30 second roots then I care to say, 30 second cripples make me want to murder babies, and thanks to 30 second fears and stuns, my family has gone down from 6 to 2. From players, this is fine, but think about what an NPC CC actually is. That is the game literally saying “for the next 5 seconds, kitten off. Don’t play, get out.” Now I understand the artificial difficulty increase from allowing NPCs to use CC, and I am okay with them using it. I am even okay with some intense 5-10 second CCs being used by bosses in which your sole goal is to kill it. But regular mobs having 5 second snares everywhere? Stacking them up to 30? Look A net, 1 rule of thumb that should be applied to EVERY THING but the bosses. IF A PLAYER CANNOT DO IT, NEITHER CAN THE MOB. I never want to see another 10 second fear again. It is just the game saying stop playing me for about 10 seconds, and in this game is pretty synonymous with a 1 shot, which also should never exist.

Above all, there are 3 things I am really saying.
DON’T make the game blatantly and directly easier
DO make the game more fair
and if ANYTHING AT ALL is in this game that does not have a purpose beyond annoyance, it NEEDS TO BE REMOVED.

Thank you for putting up with my ranting and excessive use of the capslock.

BTW I do not care at all about how I am a noob and need to learn to play, there is nothing wrong with removing an unfair aspect in favor of fun, and should be done in every situation. Though I do agree, the game should be kept as hard as possible.

EDIT: I forgot about the stealth bug. Well at least I hope its a bug, because if it isn’t well it doesn’t even make sense… If you go stealth while someone is in the middle of a channeled attack or starting an attack, the rest of the attack completes successfully, homing in on you. This WOULDN’T be an issue with a long stealth. But that is not the case so it is an issue. Particularly when fighting those undead grubs who seem to not give akittenat all if your stealthed or not, they just take their massive wind up and shoot you with the poison ball.

(edited by Ghost.9035)

Some bad bugs and a few terrible design choices

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Posted by: lonewolf.2601

lonewolf.2601

Yep the combat bug needs to be fixed asap, it’s annoying. It is slowing us down, sometimes it’s the reason for dying too.

[SPGR] Lonewolfgr – Norn Thief – Underworld
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Some bad bugs and a few terrible design choices

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Posted by: nerva.7940

nerva.7940

+1 on the stealth bug. this is bad in pvp. unless intended, in which case we need an explanation or something

Ikiro – 80 Ranger
Umie – 80 Guardian
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Some bad bugs and a few terrible design choices

in Bugs: Game, Forum, Website

Posted by: Andele.1306

Andele.1306

Most NPCS ignore like 2/3 of all stealth skills, its because A-net doesnt know how to make mobs stay in combat (what happens to every other class ever most of the time) after they hit a mob but the mob cant see the player avatar.
Also i want that Krait pull on my necro, give them the 99% chance to miss or not work Spectral grasp.

When life gives you lemon, ask if its from a anime or manga.

Some bad bugs and a few terrible design choices

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Posted by: daemonrus.4703

daemonrus.4703

I pretty much agree with the OP on all points.

I’m not sure if ANet is aware of this or not, but the novelty of the new area… well it tends to wear off. Evetually you don’t want to fight past all the awesome content they have populated the map with and just get to some remote part of the map where your friends are waiting for you (for a while probaly).

Now, it seems that the only options in these last couple of areas are to either WP to where you want to go or fight past the mobs. This is weird because the game DOES feature running skills, so presumably it should be a viable option to skip some map areas and engage only those places that you want. Yet running is crippled by mobs’ supperior speeds and annoying pulling skills.

As for the mobs’ CC – I don’t know what strange design philosophy is being practiced here. The mobs reapply conditions like crazy, the timers on conditions reach 30-40 sec points routinely, the conditions are annoying beyond belief (cripple… immobilize… fear…). In other words you don’t want to stay there and wait for them to run out, it may sort of prove detrimental to your health, and subsequently your wallet. The condition removal skills that I have seen so far (that may remove one or more conditions) have some crazy cooldown timers, 30-90 seconds.

I would like to see mobs using those CC conditions to not just blatantly stack crazy durations on you, but for some purpose. For instance, they immobilize you for 3-4 sec during which they attmpt a really powerful attack – you have a shot to either pop some shield or CC removal and dodge. They should do that at the rate simmilar to your CC removal cooldown. Either that or give me a trait/elite passive that removes 1000 conditions every second, because the way it is now is infuriating. And no matter what you do, 30 second fears need to go, end of story. There is no purpose to it at all. My phace haz a permanent sad becasue of this.

Also, don’t tell me about the passives that remove a condition every 10 seconds. This effect is out of your control so it may or may not trigger when you want it to, and 1 condition every 10 seconds is not nearly enough.

(edited by daemonrus.4703)