Showing Posts For Coldkiller.3152:
I know that I used to sit around stormwind for 30 mins to an hour sometimes waiting for the cue to pop up.
www.gf2lfg.com
I find that it works better than WoW’s dungeon finder to be honest.
Make them easier and put a daily lockout on story mode dungeons. Simple solution really.
Green and yellow, should be lots of fun for me as I’m colorblind between those two…
It’s also bad that most of them are as hard and longer, if not harder than the exploration mode.
Any chance I can get a reply on this Robert?
Wouldn’t it be better if they just corrected the issue? There was another guy in one of my parties today that had the exact same issue. I started running Arah with my necro because I love the look of the light armor. My only real option that I can find is to use death shroud when the aoe circles are about to drop.
I can see the sparks right before they hit me, so I would hope that the red circles would help if I could see them. I’ll keep at it, maybe I’ll just learn to adjust like I’ve had to in every other dungeon in this game. It’s still a pretty serious issue, and arenanet has never once commented on it.
I’m a necro, and all the pug groups I’ve been with range attack him. It doesn’t matter, this is still a huge issue.
All I can do is try to stay far away from him and hope I’m not standing in a circle. It kittening sucks.
I seriously can not see the aoe circles at all during this fight. It’s super frustrating, and this has been mentioned before. Are there any plans at all to have a fix for this?
Do you guys even test your own game? Did any of you at arenanet find this puzzle fun?
My blood pressure is through the roof right now. You have to be absolutely flawless to complete this puzzle. SLOW DOWN THE kitten MIST! Seriously Anet! SERENITY NOW!!!!!!!!
We cleared path 2 last night with 3 guildies and 2 pugs. None of us had run it before either. This part in particular was very painful though. Certainly not fun at all. Robert, in the future you need to consider “is this going to be fun?” instead of “will this slow down speed runs?”
The entrance is stuck as contested tonight. Can you guys correct this, or will it be bugged for the rest of the week until server reset?
There need to be token drops on each boss, with the majority of the tokens awarded at the end of the dungeon. It’s really silly to punish players just to prevent speed runners and exploiters. This entire line of thought puzzles me. Look at all the problems that honest players have had with the DR system. Now we also have to contend with the very real possibility of receiving absolutely no tokens after spending hours in a dungeon. This is outrageous to be honest. What do you think Robert, do you really feel this is the right direction for you guys to go?
It’s hard to argue against your point. But, if they are going to insist in having one shot attacks, you have to admit that we need to be given the opportunity to dodge them.
I would be ok with the difficulty if I were given a fair chance to avoid a one shot death.
I sincerely hope that anet is paying attention to these posts. I know one of the dungeon designers posts here. I’d love to hear his insight on why the dungeons were designed to be so frustrating! I consider myself a good gamer. I am very alert in dungeons and raids. Yet, I’ve never been so frustrated with a gaming experience in all of my 30 years as a gamer and yes that includes ghosts n ghouls.
If any of you ever played Mike Tyson’s Punch Out, then hear me out. When you make it to Mike, he can and will knock you down in one hit. It’s a very fast attack that he throws out. It’s very difficult to dodge! However, he will always flash a split second before he is about to attack. ALWAYS. This is GOOD game design. What we have going on in these dungeons seriously needs to be looked at and corrected. The mobs/bosses don’t ALWAYS warn you that you are about to be attacked!
Yes, like I said it would be fine. That is, it would be fine if you were able to dodge the 1 hit attacks. For example, the first boss of CM… I never get touched by him other than a little bit of flame damage from time to time. To me, he is how a boss should be. It is probably harder for melee, but for me I have no issues. The issue is that it almost seems like some bosses and mobs are bugged and should be giving you some sort of sign that you are about to be one-shot. They are not, and this is frustrating as hell. That’s why I gave the super mario example. It’s like death just comes from out of nowhere with no warning. When that is the case, it’s not good design. Good design would mean that you can see why you are dying, and learn from it, ie my sniper example. The bad part of the snipers is after their initial warning via the reticle, there is nothing. You just get one shot if you are still the target.
Defend this all you want, it doesn’t make sense. Heck ya, I like a hard dungeon. I want this to be challenging. It is currently annoying, frustrating, and feels completely broken and lackluster when compared to the gaming experience outside of dungeons.
Oh I forgot to mention how silly it is that there are no spike heals, yet there is spike damage. That really doesn’t make too much sense either, but it would be ok if the aggro didn’t latch on to you as badly as it does and if the hardest hitting attacks were more avoidable.
Hello everyone. First of all, let me say that I love this game. I think that the world is great, the combat is engaging, and the dynamic events make the world really feel alive. With most mmorpg games that I’ve played, I really only enjoy dungeons and raiding. That’s why it is upsetting that I’m really not enjoying the dungeons in this game. They are poorly designed, and it makes no sense when compared to how smart everything else is presented to you. Now let me explain some issues:
Lack of a ramp up or lead in to train dungeon mechanics. – This is a big thing to me. Good game design will present you with a new mechanic, then teach you how to avoid that. It will then include it in a broader and more difficult way.
Mobs with too much HP – This is pretty obvious to everyone and it just lazy game design in all reality. Make mobs more challenging and engaging instead of making them take longer to kill.
1-2 shot kills – Imagine that you are playing Super Mario Bros. You are running along happily when all of the sudden the world disappears from underneath you and you fall to your death. That’s what some of these attacks are like. Let me give an example. There are snipers in CM that will target you and nearly one shot you. I quickly began to notice a target reticle underneath my feet. After that I noticed that I could count to about 3 after the reticle appeared, dodge, and I would be safe. Awesome, I learned how to dodge that sniper! Except I’m still the target and the reticle doesn’t appear again. This time I just hit the ground. Ok, my team mate is going to pick me up! Oh wait, I’m still the target so I’m down again! But wait, I’m being picked up again! Oh I’m still the target! This is absolutely infuriating. What the heck guys? Did you test this?
Those are my main issues. I feel that the harder a move is going to hit you, the longer and more obvious the tell should be.
Thanks!