Showing Posts For Dorn.5867:
Probably a typo. I haven’t seen any bags with 9 slots. I’ve seen 4, 5, 8, 10, 12, 15, 20.
I guess it all depends on how you look at it. People complain about the low chance of getting a pre-legendary however if it was easier to get you’d have the TP flooded with them….you’d essentially get 10 silver for one. Besides, the regular exotic sells for almost 4 gold and unless you’re buying ALL the mats for it from the TP you are still making mad coin.
The way I look at it….if I consider all the mats that I’ve used (purchased or gathered), combined with the TP listing price and maybe a bit of time spent on my part (labor if you will), and I still have a 20 silver to 1 gold profit I’m laughing. That’s a gold more than I had before I started.
Edit: Wanted to tack on that unless mobs are dropping more than 20 silver per kill I’ll be happy with the current state of things.
Forgive my terribad memory then. Carry on.
You mention in the last post that Hemophilia doesn’t stack with Lingering Curses, but Lingering curses increases all the conditions you apply with your scepter not just your bleeds. Wouldn’t it still be worth it to apply longer duration Vulnerability/blinds etc?
We don’t have Vulnerability or Blind on the Scepter, only Bleed and Cripple.
Don’t we get Weakness from one of the abilities as well?
Also, a guildy of mine currently has Armorsmithing/Weaponsmithing/Cooking and Jeweler MAXED and he buys a lot of his mats from the Trading Post. Despite this he’s making roughly 80 silver to 4 gold PER sale depending on what it is he’s making. If you do your research and follow trends you’ll determine what is worth selling and what isn’t. Also…
PRO TIP: Just because something is listed at a certain price doesn’t mean you can’t buy it for cheaper..that’s what the Ordering system is for. If there are 3000+ auctions for Copper Ore selling at 16 copper per unit, and you make an order to buy it at 8 copper per unit, someone eventually will look and see that there are 1000’s of people trying to sell at more than what they are able to sell it for and cut their price for the instant cash, even though its half what everyone else will try to get.
Now with that in mind, please for the love of all that is GAMING….STOP trying to order mats for less than what they are worth to the npc vendor. I see this constantly where someone will order a product that is worth 1 silver to an npc and they’ll ask someone to sell it for 40 copper.
I enjoy crafting and making my own stuff simply because I MADE IT. I didn’t spend money on mats since I don’t buy them I get them from doing events and gathering them myself while leveling. I don’t consider them mutually exclusive. I don’t sit down at my computer at night and go , “Ok, time to farm for 5 hours so that I can craft.” Who would think that would be fun? NO ONE. If you run around, doing your personal story missions, participating in dynamic event chains, gathering nodes you encounter along the way AND completing hearts…you should have plenty of mats to get you through. Not to mention you get experience for crafting/gathering/events anyways so why not do them all at the same time. Crafting is something I do when I just need a break from dynamic events and exploring zones.
Someone said why would ANet want to slow progression. The game has been out for 2 months…less even. Most players now have multiple 80s, have experience most of what this game offers (despite what you all are saying is “slowing them down”). Do you want to get to the point where you have the BEST gear, have 20000 gold and have explored everything? Why would you play after that? As far as I’m concerned the crafting is paced just fine.
You mention in the last post that Hemophilia doesn’t stack with Lingering Curses, but Lingering curses increases all the conditions you apply with your scepter not just your bleeds. Wouldn’t it still be worth it to apply longer duration Vulnerability/blinds etc?
Are necros any good at tagging mobs / getting loot in dynamic events?
in Necromancer
Posted by: Dorn.5867
Holy crap, I never even considered having the staff in one setup and another staff in the other. I’m going to have to try this, but I do love the AOE combo’s from Dagger offhand. Enfeebling blood has a higher radius than most people think and the Deathly Swarm hits multiple targets. If you spec curses you also get ground targetting on all well skills so you won’t have to run up to drop all those nice AOE’s. :P
Heh Deherch, I loved that fight. I loved that you had to pay attention, kill the molten worms then pick up the boulders and launch those at the boss for HUGE damage. Then you had to move out of LOS from his lava beam and then you had to get out from behind the walls or you got lava dropped on you. That was a fun fight overall.
There’s been a lot of “discussions” on these boards about the negative qualities of dungeons and some have even included positive feedback. I thought I’d create this thread to have a central thread where the Dev’s could gather what we as players would like to see implemented in dungeons. Maybe not the current ones, but future dungeons.
As I mentioned in the “A fresh pair of eyes” thread by Atraides, here is my wish list.
1. Boss fights that require environmental hazards to help take down. This could include pillars, drop away floors, cannons, explosives and maybe even boss minions that are redirected towards the boss to disable his innate resistances. (think the boss in Twilight Arbor where you have to hit him with 4 essences to get rid of his Determined buff).
2. Maybe add sections in the dungeon that if you kill a boss in a certain way (see pillars above) the floor gives way and you are dropped into another area with additional chances at treasure chests or boss fights. These would have to be carefully designed to be no less rewarding than other boss fights or maybe have a chance to randomly show up in the dungeon. (similar to the Ogre boss that can randomly spawn in Ascalonian Catacombs. which by the way scared the kittens out of me the first time it happened. I loved it
3. This is the biggest one. Design boss encounters with our full array of abilities in mind. What I mean is most bosses are completely immune to CC abilities (fear, stun, snare etc) 100% of the time. Either give us the opportunity to stun them occasionally as part of the encounter. Maybe we have to wait till he charges up his super move or time it where just before a situation happens we hit him with everything we got. As it stands we have no hope of slowing them down or preventing the boss from focusing a party member to death. There are no taunts in this game (which is fine since we don’t want a dedicated tank etc) but even if you apply all your healing effects, or protection buffs or blinds, the boss will still focus that one player down and then its a run back for him.
So please post your constructive ideas here and lets keep it POSITIVE.
I think the consensus is that you can keep the difficulty the same without needing to resort to cheap mechanics. Add some stages to the fights, add some running around manning turrets and switches. Make it so we have to think and use the environment against the bosses as well as damage them down. You’ve shown us that this can be done in the dynamic events and world bosses (dragons) which are epic looking! The dungeons themselves are breathtaking in their scope. Imagine you kill the boss in my earlier example by toppling the pillars down on him. Instead of claiming loot and running down another long hallway with trash mobs you are slammed through the ground and plummet into a pool of water. There is no visible exit and after a few moments the walls start to close. You have to dive down and locate a tunnel where the chest is for the boss above. NO one would expect this. Its new, its different. I’m not a programmer and I have no idea what sort of programming would be involved but I’d love to see more situations like this in the dungeons.. Not just waves of mobs but actual traps that make you think. Maybe if you stop the walls in time by hitting switches or pulleys (nothing complicated like specific order or what not) you access a hidden tunnel to more treasure or a secret encounter.
The idea is to learn the fights, and change up your builds. If you’re a guardian, add more blocks. You can block that blinding blade-esque move that boss does, as well as dodge it. You can’t blame your latency issues for the game being hard. Every game is like that; if you lag and are in a spot that you can die, you most likely will.
As he stated, he was working within the limitations of his latency to dodge the bosses abilities. Did you not read his post? He had to dodge when his leader called it or he would get hit…his leader would have to dodge after waiting till the end otherwise he would get hit. He did his part as a player and adapted to the difficulty despite his poor latency.
If your philosophy is “I can’t take these hits so its cheap”, your outlook is wrong. The idea with this game, and the dodge mechanic, is to try to avoid them completely. Dodging “at the last second” has always proven incorrect in my experience. I’ve always dodged the second before the last second, as I’ve noticed it lasts longer than you think it does. This was easily seen by my Major trait slot of “Heal allies at the end of your dodge roll” and the “delay” of when it ends and I see the healing effect.
Again, he never said he was expecting to just stand there and take the hits….I don’t quite get the “got some builds together” idea. If it’s your first time doing it, you go in knowing you’ll have to adapt. A build is fight specific, which is why people change builds on the fly between trash mobs and every boss.
A lot of people have a mentality of trying new things, how else can you find out what works? And by the way, no one should be expected to change their entire build from boss to boss. Weapon types maybe, strategies absolutely, but downing a boss and then retraining your traits…that’s a little excessive.
The dungeons aren’t cheap, they’re just less forgiving than other games and the explorable world. Outside a dungeon, you can take on 4-5 guys sometimes and a bunch of hits. In a dungeon, if you stand there for 3 seconds as a boss charges an attack, get hit, then complain it’s cheap when you die from that one hit, you need to try again. Even if its a 1-second queue, you need to develop that reaction timing and find a way to dodge, block, make him miss, etc.
See first paragraph’s response. Your slamming the guy and he’s trying his best to dodge at the correct times. Some bosses have NO visible charge up time. Or if they do the animation isn’t visible with the number of particle effects going off. Melee are particularly affected by this since they see very little of what is going on. There are times when you can’t even see which way the mob/boss is facing.Was weakness up a lot on the boss? Protection on you and allies? How often was he blinded? Was aegis on to block attacks enough? Were you pulling the boss away from a downed ally and letting another res them and repeat if need be? I remember doing that fight at 35; he chases slow enough and one person can hold his attention long enough for others to help.
I agree that teamwork is essential, ESPECIALLY in Explore mode. Its not so much what your abilities do so much as HOW they benefit or combo with other abilities. Combo fields are essential. Timing and execution even more so. By the way, how do you pull a boss away from a teammate? Aggro in this game is wonky at best. I’ve seen a boss focus down a teammate from the start of a fight till he was dead and he only cast a healing rain ability on us. Didn’t auto attack him or anything. We tried to get his attention but apparently its easy to ignore pure damage. There aren’t any taunts in the game which isn’t a bad thing necessarily, but how do we pull attention from the boss if we see a teammate in trouble. Can’t be done…or at least not with any urgency. I’ve also see a boss focus a teammate down to death, then switch to another player only to immediately go back to the first guy as soon as he entered the room. (that player apparently really insulted the boss’ mother or something).
It’s hard, you have to be paying attention a lot. As a guardian myself, I’ve developed things I like and know are useful. Have to res someone but are afraid of getting hit? Use a focus, throw up #5 skill as you res; use the major trait that forms a protective shield as you res if its a ranged guy.
There’s a lot you can do, it’s just noticing what to do and when to do it; trial and error.
*I think the main issue here that the OP is trying to point out is many of your abilities are useless on the boss because they are Defiant/Determined. I hope the dev’s read this post and take to heart that we like our abilities and want to use them EVEN on boss fights. *
Very well written and I appreciate the feedback. I’ve had similar experiences in many of the dungeons and what irks me is that all MMOs follow the same jarring qualities. Don’t get me wrong, I LOVE GUILD WARS2. They are breaking new ground with their game but there is one factor that remains that has kitten me off in many of the major mmo’s I’ve played. Bosses are immune to all cc’s. Straight up immune to a LOT of the players combo’s or abilities. Unless its straight up dps, forget about using it. Most classes have a stun move, or a snare or even a fear etc. Bosses are universally immune to such abilities. I get that they don’t want players chain stunning the boss and making the fight a trivialility. But how about encorporating the abilties into the design of the encounter. Maybe he drops his immunity when he charges up a super move and if you dont’ stun him or interrupt him somehow he insta wipes the group. Or maybe the boss summons creatures that explode when they reach you and you have to bring the creatures next to him and stun them so they explode on the boss dealing massive damage. Better yet have pillars in the room and you have to fear/stun the creatures next to the pillars to cause them to collapse the roof over the boss taking him down. The possibilities are endless here. My question…no wait my CHALLENGE to the devs is to design the boss encounters in the game WITH the full extent of our abilities in mind rather than giving the boss a Cheat ability that makes him completely immune to them.
I’m hoping that if they do end up changing things that its not going to be required to re-learn the class. I too very much enjoy the playstyle. Most of the gripes I see are about not putting out the raw dps of other classes. I’m not sure I agree with that. I do considerable aoe sustained damage compared to my fire spec’d Elementalist which is more of a short burst and then very low damage. Which if you ask me is useless in the dungeons as the mobs have way too much health.
I agree that fears are somewhat limited. I mean most of our fear abilities last what…1 or 2 seconds? The only viable cc I’ve seen so far is the Ranger’s 20 second root skill and even that has a tremendous cooldown and its PBAOE to boot.
I’ve recently started a necromancer and I can’t for the unlife of me understand why it doesn’t heal after the fight is over, why it draws so much aggro. I’ve seen mobs target it even before it attacked them despite the fact that I’ve just hit them with everything I’ve got. Why does it have some super taunt? When I tried one in beta it was also much more resilient. Now it drops in about 3 attacks.
As a side note, I’d imagine if you went on each professions board you’ll see posts like this. “My class sucks, X class can do what I do only better”. Grass is greener syndrome if you ask me.
I’m curious how a Thief can apply 20 bleeds “in no time”. Maybe I’m wrong and I certainly have no problem admitting it. Here’s another line of thinking….who cares if they can? Are you contributing less to your team because you only apply 10 bleeds in the same amount of time? If I apply those 10 bleeds and then spread them to 5 different targets, that’s 50 bleeds in “no time”. Use the tools you are given and enjoy the class, if you don’t then try something else. The devs will look at these boards and see people are upset with a class…there will be nerfs and buffs and hopefully after a while the dust will settle and things will be more balanced. Every MMO shares that in common in that there are growing pains.
I haven’t pvp’d much except to try out mesmer and that was in the Eternal Battlegrounds. I mostly PVE and I have no problems applying conditions on my thief, but I don’t agree they apply bleeds faster. Actually, there is one instance where they can apply faster but its not what I consider a good use of my thief abilities. What I mean is if you want to spam Death Blossom, you will apply 9 stacks of bleed in about 3 seconds. That’s ONE type of condition and then you are forced to auto attack while waiting for your initiative to recharge. I’m stating basic abilities only compared to the necro because if you count poisons etc then the necro can also front load sigils and still win out.
I forgot to mention that the necro has lots of options that I think are quite viable for all builds. I run scepter/dagger and staff offhand. I am loving Epidemic of course, but I also run Well of suffering and Blood is Power. With that I’m applying vulnerability, bleeds galore and weakness. I guess its a matter if you are having fun playing the class or not. I don’t for once feel that I’m underpowered compared to other classes. Hell my healing is well of blood…how many other classes HEAL others with their healing ability. Guess I enjoy the support role. :P
I’m not an expert by any means…but how do other classes spread conditions faster than we do? My main is an elementalist and I have a thief as well and I don’t think they compare to the necro in sheer speed of condition application? We have a signet that can apply like 8 conditions instantly? Sure that’s one example but I can stack about 7 stacks of bleeds + weakness in about 4 seconds. My elementalist and thief can’t beat that.
Not letting me quote reply for some reason, but to answer Angry Flying Squirrel. I realize every build won’t be including Epidemic, but if you are specc’ing bleeds WHY wouldn’t you use it? Anet isn’t FORCING you to use the ability and if you choose not to utilize it then that is your problem. Taking into account Epidemic’s very short cooldown and the speed at which necro’s can apply conditions, they have to balance around that as well.
Here’s my experience with the class and this is coming from playing an Elementalist. I really enjoy the Necromancer in GW2. Its different. Its not about bursting someone down in 2 seconds, its about controlling the battlefield. Your teamates stacked a huge amount of boons on you, well now they are suddenly conditions. You put a bunch of conditions on me? I’m laughing as I turn them all into boons. I can fear…I have essentially 2 health pools….one of which has a moderate cooldown aoe life drain. I can fear, I can stack conditions on you and spread them to your entire team. These are obviously “conditional” (see what I did thar?) as you can’t have all those options at one time but you can tailor it to the situation. I LOVE this class. I was able to keep the Champion Giant busy with my bleeds to keep him from resetting while the rest of the group ran back from the waypoint. I get that bleeds can get overwritten by other people but as long as the stack stays up there I feel as though I’m contributing. I usually run Scepter/Dagger and Staff offhand. Love that combo. Anyways, just my thoughts.
You also have to understand that its not just the amount of bleeds you stack on one person….once you have those stacked you can use Epidemic to spread those conditions to EVERYONE near that target. That means in WvWvW you are hitting multiple targets for constant damage. That to me is a win for bleed specs.
Probably in the minority as I don’t pvp all that much. But I happen to find the necro down state a HUGE improvement to my Elementalists. If I have one guy left I can usually kill him from full health to dead on my Necro just using the fear and the first ability which is a damaging LIFE drain. How awesome is that. You are healing yourself with your autoattack and killing the thing. That means instead of hitting bandage and hoping you aren’t getting hit. You can keep killing and heal yourself. I have a thief and the 1-2 second invis usually doesn’t allow me to get away at all. And sure you can teleport a few feet but that usually gets me killed faster as I have a chance of porting into another group of mobs.
Yeah, we figured it out after a few wipes that he does this power up move where his sword glows and then he throws out the wires. The timing to dodge is pretty tricky and I found that if you LOS him (hide behind a wall before he throws them out then you avoid any chance of getting pulled in. edit I want to apologize for not saying that melee are pretty much screwed on this fight.
I love fire so I spec’d fire. It works with my playstyle and have been using that almost exclusively since level 1. However, I’ve determined that I wasn’t performing as well in dungeons and then it dawned on me. What if I switched attunements while my abilities were on cooldown instead of waiting to use just fire abilities. Not only did I perform much better I also aided my team a LOT more because of all the fields I was laying down. Some of you might be saying “Duh!” but I only recently started looking at elementalist guides. Anyways, now I use a balance of all my attunements even when I’m solo’ing stuff.
I love when people say if you get one shotted you aren’t spec’d for dungeons. You’re right, There are potions and consumables and specs designed to avoid getting one shotted? Wow, sign me up. Link the build and I’ll give it a try
ALCON,
Before I jump on the whine train, I must say GW2 is the most fun I have had in an MMO in a very long time. Albiet this is only in open world dynamic events, and exploring. I have only a smattering on WvWvW experience at the moment but from what I see it is fun, and engaging.
My Biggest Gripe is with dungeon difficulty:
Let me explain.
Story mode is supposed to be furthering / augmenting a players class quest and lore of the game. It is therefore in my HUMBLE opinion, that story mode should be completable by a small group of 3 at most. Now granted the three should struggle, but it should still be achievable. If you have a good group composition, and have 5 people. You should easily complete the dungeon with maybe 1 or 2 deaths max. The difficulty for story mode is a bit high.
Remember STORY mode is supposed to be furthering lore, and story for a players class quest. So at 35 with in game dropped gear, and a group of 3 people we SHOULD be able to complete the dang dungeon the game steers us towards with minimal knowledge of game mechanics. This should be our introductory dungeon, with long boss telegraphs to their signature move. Lower hitpoint pools, etc.
Then the next dungeon we get steered towards for story mode, should be slightly harder, but still achievable by 3 people. As a matter of fact all story mode dungeons should be achievable by a small group.
Explore mode is insanely difficult, and far to punishing. Risk -vs- Reward is the key here. I grant you explore mode is designed to be difficult and the games RAID mode. But again, it is insanely difficult. We would be better served with a 3 tier difficulty selectiong for explore mode dungeons with scaling rewards.
Example:
Story mode
– 3 people hard difficulty
– 5 people moderate to easy difficulty
– Least rewards, only xp, silver, and some random boss drops.
– learing mode for Explore mode
– At level 80 doing all dungeons in story mode, should gear you up for Explore mode (easy)Explore mode: (Easy)
– requires full group
– slightly harder than Story mode difficulty
– smallest rewards for dungeon tokens
– Designed to be the introductory to the A$$CI pain that is about to ensue. But greatly forgiving.Explore mode: (Normal)
– requires full group
– This is the standard difficulty
– Standard rewards
– The difficulty here should require coordination, and the group should be almost on their A game.Explore mode: (HARD)
– required full group
– This is raid difficulty
– higher than average rewards
– This is unforgiving, metric ton A$$CI pain, and the group better bring their A++ game to the table.Standardize dungeon tokens to be universal across all dungeons. Lower the cost of dungeon gear to only require at most 5 runs per gear piece at normal difficulty. Easy = 10+ runs, 2-3 runs at Hard mode.
This eliminates the grind, but still requires work. This also allows a player to vary their dungeon experience, and still get the gear set (look) they desire.
As it stands I am not sure I will do any dungeons beyond story mode for myself, and with great reluctance help my guildies, and friends through their story modes.
War and Peace,
GoDOWaR
Yes, this would be amazing!!!
I’m glad someone likes rubbing there face across a cheese grater….truely. However the vast majority of us want to be able to complete the STORY mode portion of a dungeon without having to sacrifice 20 silver or more. We’re there for the story and to practice our skills so that we can improve for the “harder” explore mode. How can I hone my skills when I fall over completely dead every 3 seconds of every fight.
Yeah, read that post. Funny how they never mentioned increasing the difficulty of the dungeon. The only thing mentioned in that article is “Hey, we nerfed rewards because people were exploiting easy dungeons and getting a lot of money”. Did you see in there where they increased the number of silver mobs in CM. Or the number of gold mobs? The dungeon was fine the way it was.
I posted this in another thread but I’ll reiterate it here. Used to run CM Story with my guild, great way to make money (about 26 silver per run) and get good exp. I understand why they made the change in rewards because you could just do that instance in 15 minutes over and over again and make mad coin/exp. I’m ok with that because even we felt it was an exploit. However, a new guildy joined us recently after the patch and he just got level 40 on his elementalist. We figured we’d do Story to get him through and then possibly do some events/hearts to get him to 45 to get into Explore mode. Remember, we used to do Story in 15 minutes, maybe die a couple of times to unlucky attacks or not timing dodges properly etc. Well after 45 minutes we still weren’t on the last boss, I had died about 17 times and my repair bill was approaching the 15 silver mark. We make the final push, kill the last boss and our reward….11 silver. Are you kidding me? I’d also like to mention this was the FIRST time we did this dungeon that night. We didn’t farm it 15 times, we did it once and got next to nothing for our efforts. I’m glad he got his helmet and all, but what is the point? I got some exp and 4 silver for 45 minutes of frustration. I could have auto attacked everything outside in the level 15 zone and gotten that much for my efforts.
That was first boss in CM Story. He was down the stairs and I literally stepped through the door and WHAM, missile to the face.
As was mentioned numerous times, the challenge isn’t the problem. Its the sense of no matter how you hone your skills, no matter how you dodge/use defensive cooldowns….it doesn’t matter at all since the amount of incoming damage/abilities is twice what you can use to avoid/mitigate them. Even if you do everything right, the mobs will still aggro you and kill you in 1 or 2 hits. You can say all you want that "oh its just a matter of moving at the right time or blowing all your cooldowns or even running away. You can’t run away, YOU. ARE. DEAD. One shot, no warning, often with no discernable reason why. I’ve literally stood in the doorway and aggro’d the boss despite being out of LOS and not having done anything and with my entire team beating on him. There is no strategy, the only current strategy in most cases is to bring a lot of money and run back from the waypoint.
I agree. Or maybe have the tokens be part of the UI instead of an item. Storage is at a premium and I have no room between all my characters to store dungeon tokens in bulk.
Let me explain something else. I’m not looking for a scenario where the “tank” has aggro 100% of the time. I understand what Arenanet is looking for and am HAPPY to see a game with no “holy trinity”. I would much prefer this game to any other mmo on the market and have hopes that other mmo companies will soon follow suit. However, I would like to see situations that make sense in terms of who the mobs are attacking and why. If I open up with all my aoe abilities right from the get go, then I fully expect that every single mob hit will go for me. That’s on me as a player, not on the AI. If I am selective, and focus my spells/abilies on one mob, then if that mob goes for me then that’s also on me as a player. I earned that threat. But if I sit in the back, determining who to attack and all of a sudden the boss and his 3 cronies all turn and attack me out of the blue, what caused that? Did I insult them on some level because I wasn’t participating? I consider myself a knowledgeble average player. I am not “elite” but I know my class, I look at my abilities and know when and how to use them. I know to dodge out of the way and not stand in the fire. I’ve been playing MMO’s since the early 90’s. I’m looking for clarification as to why things are the way they are and what is being done to resolve them. Running from way points is not good dungeon design.
I also ran Sorrow’s before the dungeon update. My group was a pug and we progressed nicely up until we got to the golem boss and suddenly it was 40 deaths. I can only be grateful that he doesn’t reset completely on a wipe otherwise we never would have finished him. Is that good encounter design? Should we ensure that we have a huge pile of gold for the inevitable repair bill? Other than that one fight, the entire dungeon was enjoyable. The last boss was amazing! LOVED IT.
I don’t have a problem with the golem’s abilities. I’m more concerned about why I’m getting hit with them when he’s not in LOS and I shouldn’t even register on his threat meter.
I agree that explorable should be where the hard core people go for “banging head against the wall challenge”. Wiping near 20 times on the introduction portion of the dungeon is not fun. Paying insane repair bills is not fun. Getting one shot’ed constantly and for no apparent reason is not fun. Case in point. First boss in Caudecus’. Golem launches missiles…which is fine. I died and respawned at the way point. Run back in and no sooner do I step through the door and I get nailed again by the missiles. The golem was down the stairs near the fountain at the time and I don’t even think had line of sight with me. How does aggro work in this game anyways? Is it a randomly determined every second? Does the boss or mob just select someone at random and hate them till they go down? How are we supposed to work as a team? I see someone getting focuses by a creature, I unload all my support abilities/healing abilities on that person and the creature never once considers me a threat. Only once my team mate dies for good does the mob change targets and now wants me dead. I’ve had several scenarios where a team mate goes into a downed state and I just walk up to him and begin reviving. The creature keeps pounding on my team mate and doesn’t go for me.
Where’s the AI?
The point isn’t that they need to reduce people doing speed runs, do that by lowering the rewards which they said they were doing. I’m not shocked about this. Doing a dungeon run in 15 minutes and getting 26 or more silver each time was insane. Coupled with the exp reward and you start wondering, why am I not just doing this to get insane gold/levels. I’m glad for that nerf. However, my question is WHY increase the difficulty?
Ran Caudecus’ Manor last night to help a new guildy through story mode after he just got to 40. All I can say is what happened? Used to be fun and challenging, now its gotten a little ridiculous. Packs now include 2 silvers, new gold level mobs everywhere. Bosses spawn extra guys. My core group used to be able to run the dungeon in about 15 minutes and now it took us 45. Walked in with 26 silver, left with 15 silver. And that’s with the 11 silver reward I got at the end. I understand nerfing the reward, but what’s with the extra difficulty. I think we wiped 17 times during the run.
I’ve read other posts after the dungeon changes and the concensus is that dungeons used to be challenging enough and now they are completely not worth doing with the time and coin needed for the wipe fests. Please reconsider this change.