Showing Posts For DougTheSlug.3920:
I just experience lag like I’ve never seen before with shatterer. Was doing fine waiting for the event, ping around the usual 80-90, then shatt showed up, and the ping just jumped up to over 2000.
- FPS was fine.
- I was running around and moving, but everyone else moved only every 5-10 seconds.
- I tried using skills, and they’d just sit there like they were casting. Nothing ever happened.
- At the end of the fight, I disconnected, and now I’m sitting back behind the mortars and turrets with an 80 ping.
The map was complaining about all sorts of players “idling”, but I can only guess they were being hit with this massive lag as well.
It was unplayable today. I even setup a pingplotter, and it never budged from showing a consistent ping of 65 to the IP of the server.
Roughly a year ago, I turned my settings down. I noticed ugly as heck models showing up in large zergs, and an overall slight reduction in how the game looks, but I at least stopped crashing.
Since the release of HoT, I have been noticing more and more crashes. Some are no doubt bugs in the new code that are slowly being worked out, but I’ve crashed at Teq 2 days in a row now, OOM for both of them.
This seems to indicate that the situation has not actually been improved (no idea if any effort has even been put into this?) but is slowly getting worse. No doubt, more skins, more models, more this and that, and suddenly we need to turn down our settings even more so the game looks even worse?
Do we have any updates on this show stopping issue?
The Good, The Bad and the Ugly
Good Idea – Daily rewards of mordrem blooms. This is a good way to control the number of blooms going on, and helps keep some rarity for the final rewards.
Good Idea – Casual-Core players should be able to get one skin through reasonably consistent playing. Hardcore players can get a more expensive “skin”.
Bad Idea – Multiple events that have dailies that are hours apart. Many Casual players might not have multiple hours a day to devote to these events. If you have time to hit one event a day, you won’t have enough to get a skin, and will end up with pretty poor rewards, especially since there’s such a high gold cost to the rewards.
Suggestion: Diminishing return daily rewards. Example: First daily = 40 blooms, second daily = 20 blooms, third daily = 10 blooms.
Bad Idea – Trying to gold sink on the rewards while promoting this event as your first Free2Play event.
Suggestion: No gold sink, especially so close to a whole pile of new accounts (f2p announcement) without the ability to gain some of this gold during these events
Good Idea – Map wide events in multiple maps that aren’t used as much.
Bad Idea – Placing meta-events overlapping existing events.
- How many F2P players are getting random non-meta events confused with the meta events?
- How many events are made more difficult on a strict/rushed timeframe as a result of additional mobs. Especially “toxic” mobs which are non-trivial kills.
Suggestion: You’re already going to the effort of completely programming a zone with new events. Either place them in non-overlapping spots, or disable overlapped events for the duration of the meta.
The Ugly – Existing Reward Frameworks completely ignored
- This is an ongoing issue with anet, so I’ll refrain from making this too rant-y. You keep setting up frameworks to build on later to make your game easier and better to expand, and then ignore or shut them down at a future point instead of working with them.
- Will the Birthday boosters that were in use prior to this event be replaced, for the countless hours of play I’ve done in this weekend’s event where they’ve had zero effect/impact?
Suggestion: Stop ignoring existing frameworks. This time around, you’ve ignored Champ Bags, event rewards (karma, XP, gold), creature kill rewards (XP, loot/MagicFind, gold) and achievements. I’m at a loss for words here,
Suggestion: Please fix the underlying issues of event scaling to prevent side-effects of champ bag farming goals going against actual event completion goals. Maybe your scaling needs to pump out less champs and more elites.
The Ugly – Stacks of events completed equal better rewards
- This concept of tag & skip is being abused. You should be rewarding doing the events, not who can get out of combat the fastest to WP to the next one. This has been another ongoing problem: motivating your players to actually complete the events as desired.
Suggestion: Counter selfish behaviour – Gold event reward = 5 stacks, Silver = 3 stacks, Bronze = 1 stack. Get 35 stacks for 10 blooms?
Bad Idea – Huge amount of waypointing required without any knowledge of the event status. I’ve lost count the number of times I’ve waypointed and run to a nearby event on the minimap only to have the event complete as I arrive.
Suggestion: For map-wide events, there needs to be some sort of status to indicate how far along an event is, because the regular event framework has a very small “status” radius.
Conclusions:
Do not throw out the baby with the bath water.
Please hire someone who tests your concepts & designs both destructively and selfishly
In light of the recent graphical updates…
We’ve added new graphics options for players with higher-end machines.
Tune the look of your scene with ambient occlusion or light adaptation.
Choose between two extra antialiasing options: SMAA Low and SMAA High.
Do we have any updates on these other settings that can trigger crashes?
I would recommend grouping up to help ensure you get tagging credit.
No idea, but I didn’t get a single crit on teq in 15 minutes of attacking him. using rifle eng, stood directly on the tag where others were claiming some crits… nothing.
Both chest can also go missing if the character doesn’t do any other event.
That’s a pretty nasty bug there if that’s the truth… Strange that I don’t see any mentions of bugs on the shatterer wiki page?
It’s not a bug and it’s not directly related to the Shatterererererer. It’s an aspect of Diminishing Returns (which is on the wiki): if you keep doing the same event repeatedly, without moving around, you end up losing out on the event’s karma, xp, and bonus rewards (including the ‘bouncy’ chest on your screen & the ground chest).
This is easy to see at Rhendak’s tomb: takes up to 15 minutes per spawn (waiting + fight + inventory) and sometimes people get only two events in a row before getting nothing (other times, I’ve gone as many as 14 days in a row without DR). Change characters or leave the map (even to WvW) for ‘enough’ time, and you can return. (How much is ‘enough’ and how long it resets for is not well understood.)
This could be what’s affecting the OP from getting loot from Shatterer, but doesn’t sound likely from their description, unless they also did the event several times within the same 24 hours (that would accelerate DR, near as I can tell from my limited testing). The easy way to test this would be for the OP to swap toons for that event or have that toon head for something else for ~1 hour of playing time (not afk or offline).
If it’s not DR, I’m not sure what it is nor whether Customer Service could help. Worth filing an in-game /bug report and filing a Support ticket, imo.
tl;dr could be Diminishing Returns (and that can be tested); if it’s not, it’s probably going to be tricky to figure out.
Good luck and please let us know what (if anything) you discover, to better help the next person.
I don’t do shatterer that often. For kicks, I took this character into wvw and did dailies on it. That involved a variety of things including taking a tower.
Come back today and try shatterer.
Still nothing.
wtf anet?
Both chest can also go missing if the character doesn’t do any other event.
That’s a pretty nasty bug there if that’s the truth… Strange that I don’t see any mentions of bugs on the shatterer wiki page?
Daily chest is once per daily.
Chest on the ground is once per character per daily.
Yes, I’m well aware that the chests are daily as I do refer to both of those chests as daily chests…
I don’t do shatterer that often (since it’s been pushed forward an hour by DST), maybe once a week?
I don’t hit shatterer that often, but the last few times I’ve done it, I’ve not gotten neither of the daily chests…
Lvl80, doing countless thousands of dmg
Gold credit for the event, from start to finish.
No Daily chest above minimap
No Daily Dragon Chest
I’ve submitted a number of bug reports on this, with screenshots showing a chat window full of dmg and gold credit, but no daily chests.
What’s going on?
Please please tell me someone is bringing a bunch of pitchforks to PAX and handing them out at the start of the panel.
The irony of this post is that once it falls off the front page, you would need to use the above search method to even find this post. Essentially a chicken-egg situation.
In the meantime, this is a (not so?) subtle bump…
In the meantime here are some things you can turn down that will free up some memory in zergs without compromising graphics too much:
-Disable “High-Res character textures”
-Ease back on “Character Model Limit” and “Character Model Quality”
-Ease back on “Lod Distance”Thank you for your response, and specifically providing the settings that will have the most impact.
There are a lot of people out there who already discuss those workarounds, but the information is typically a pretty generic “turn your settings down”.Report back if those changes don’t help and I will do the same when we have a fix in-bound.
I’ll see how much I need to scale back to prevent the crashes.
My first steps involved:
Character Model Limit: Highest -> High
LOD Distance: Ultra -> High
First steps didn’t quite cut it. While I wasn’t crashing all the time, I was still encountering some crashes.
Shatterer → wasn’t crashing anymore
KQ → Still encountering crashes
My settings are now turned down accordingly:
LOD Distance: Ultra → High
Character Model Limit: Highest → High
Character Model Quality: Highest → High
It would be nice if there was an ultimate quality pre-set
- This way I can drop the quality to “best appearance” (oh the irony) for these events, and quickly go back to all max using some sort of “all maxed” preset
I’ve jumped right into the middle of the broken window a few times now, and none of it is registering.
I don’t have any noticeable lag, but I have no idea what’s going on here…
In the meantime here are some things you can turn down that will free up some memory in zergs without compromising graphics too much:
-Disable “High-Res character textures”
-Ease back on “Character Model Limit” and “Character Model Quality”
-Ease back on “Lod Distance”
Thank you for your response, and specifically providing the settings that will have the most impact.
There are a lot of people out there who already discuss those workarounds, but the information is typically a pretty generic “turn your settings down”.
Report back if those changes don’t help and I will do the same when we have a fix in-bound.
I’ll see how much I need to scale back to prevent the crashes.
My first steps involved:
Character Model Limit: Highest → High
LOD Distance: Ultra → High
I’ve not really been in a situation though these last couple days that would have triggered a crash. I’ll see if I need to go any further, I hope not as I’d prefer to keep whatever I end up at as permanent settings so I don’t need to flip them multiple times a day.
A Modniir Ulgoth crash tonight too! I am surprised by this as this is the first time I’ve crashed there (that I can remember). Callstack still looks similar, no surprise there.
Attachments:
Kuka, that crash looks similar to mine
Tonights Crash, strangely similar to the other crashes… I was lucky tonight. I was able to login in time and have a group that got me back into the same district to get credit.
Attachments:
Tonights KQ crash…
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And without further ado, tonights KQ crash.
And tonight was a touch different. Tonight the crash catching portion of the game also died immediately. It did not let me even do the direct submissions of the callstack tonight.
Attachments:
Did you ever post this over in tech support, since this probably isn’t a game bug?
What makes you think this isn’t a bug? Please back up your statement.
Here’s some major indicators that it is a bug:
- The crash occurs in an almost identical fashion every time. If this were a hardware issue on my end, the callstacks would not be consistent as the hardware would simply crap out at a random spot anytime it hit load. Consistent callstacks is a good indication of a bug in that location of the code.
- This appears to be a widespread issue, given that almost everyone who discusses it talks about dropping their quality settings to workaround. You are welcome to read above about my opinion on low quality settings as well as about providing Anet with proper statistics on how their game actually performs.
- Finally, the crash showed up at the same time as they introduced a new feature – the removal of culling. That’s a bit too coincidental for me.
(edited by DougTheSlug.3920)
And tonights KQ crash…
Proof the local.dat delete + gw.dat repair did nothing…
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and tonights KQ crash…
I did another repair and delete local.dat after this crash, so we’ll see what happens from the post above.
Attachments:
I would suggest deleting your local.dat, which is now located at “C:\Users\<YOURUSER>\AppData\Roaming\Guild Wars 2” by default.
Also run a repair by adding -repair to the end of the client shortcut once. (Be sure to remove it after finishing the repair).
Keep in mind deleting local.det will cause you to lose some of your settings in options, like sound volume and quality as I recall.
Sure, I’ll do this again… I’m honestly not expecting it to do anything this time as opposed to the other times… I’ll either keep posting call stacks, or I’ll post that the issue has magically gone away. We’ll see what happens.
This usually helps me immensely with the rare CTD’s that invariably seem to crop up.
If this was a “rare CTD”, I wouldn’t be making a post like this. This is a reproducible issue that happens almost every single time I perform the repro steps. While I can’t make 100% statements, based on what I’ve seen, this is a widespread issue based on the game engine not being able to handle what Anet is claiming it can. The repeated and fairly similar callstacks support this.
Tonights KQ crash…
Attachments:
Tonights KQ Crash…
Attachments:
@Tura
What’s the point of a setting if it can’t be used. Clearly there’s something wrong here and it needs to be fixed.
Tonight’s Shatterer crash…
Attachments:
Here’s tonight shatterer crash…
more projectiles in the logs
Attachments:
Ironically, by posting, it took a couple days to encounter another crash.
Attached is tonights crash at shatterer….
Looks pretty familiar… projectiles that don’t exist…
Attachments:
These world boss crashes are getting real tiring. How many times do I need to submit these similar callstacks?
I crash almost daily at Karka Queen, or Shatterer. Today, I crashed at both.
I don’t crash anywhere else. I think in the years I’ve been playing, I’ve had one (1) crash that wasn’t at a world boss.
I have been sending in callstacks for over a year now for crashes at world bosses, and while I’ve not been looking that closely at them, they almost always look the same. These crashes showed up around the time the culling feature was removed (when was that, a year and a half ago?)
And no, I’m not interested in playing at “low quality” settings. That is a BS solution, and by doing that stupid workaround, Anet won’t get the volume of callstacks they should be getting over this ridiculous issue.
Further, I play 99% of my gameplay with everything maxed, and there is no preset for that. High only sets about half the settings to max. I still have to go in and manually set half the settings higher after I choose the high preset. I’m not interested in fiddling with a dozen settings multiple times a day just to workaround some crashes that should have been fixed a long time ago.
Please, for the love of {deity} put some priority on fixing these crashes. I have sent you countless callstacks now. The issue is easily reproducible:
1) Go to a world boss where a zerg collects
2) Auto attack boss and wait
3) Crash
I didn’t have any trouble getting them… grab dulfy’s guide and it’ll help you get through them as fast as possible…
Hey, what’s going on? Why no PAX presence?
Officially – None that I can see.
Unofficially – again this year, just a tiny little party that now almost exactly overlaps with acquisitions incorporated.
And given that Acq. Inc. will be able to support more than 100 people, I have a much higher chance of actually getting in there without literally sitting in line for 12 hours.
This makes me sad that I need to choose between a couple of my biggest reasons for going to PAX
I’m at 4/5 on “mordrem problems” too.
If we had a way of tracking progress in achievements, I could know which one it’s missing, but until then, I have to assume it’s the bugged out collection event.
I have to wonder if the poison from the nearby gravelash event is causing this achievement to fail. Event cross contamination?
I decided not to join in gravelash for a round, since both the champ and gravelash spawn almost immediately after downed and so are almost always running simultaneously. I waited for the zerg to finish gravelash, then joined in on just the mordrem champ and got the achievement.
I’ve killed the mordrem champ a half dozen times now in iron marches… a few of those times I didn’t take a single hit while attacking from max range (1200). Yet after getting gold in the event, no achievement.
Anyone else having issues getting the achievement?
I just did this too. Rescued 7 guys (triggered their “retreat” chat and saw them run off) achievement bubble still showed as “possible”. I looked all over for anything beyond the 7 listed in dulfy’s guide, didn’t see anyone else.
As I approached the lab, the achievement bubble just disappeared and the achievement was not awarded…
this is ridiculous I have always relied on the animations… this also might explain why with my massive norn ele, I don’t always hit foes even though they appear to by in the animation.
+1
the extractor was always a joke with it’s price, and now our other options of transmuting our expensive runes from our exotics to our ascendeds is completely gone.
+1
the extractor was always a joke with it’s price, and now our other options of transmuting our expensive runes from our exotics to our ascendeds is completely gone.
Definitely concerned about the megaserver changes. Many waypoints are now double taxed… (I dislike the idea of waypoint costs to begin with) Not being able to see status outside of map…
I can understand that there may be technical limitations with your solution, but when your limitations are this bad, your “solution” isn’t a solution anymore.
I love the idea of seeing better population spread in zones to prevent dead areas, and look forward to more populated zones…
Finally, the world bosses static schedule feels like the biggest failure of all. I am not a “casual” player, I play a couple hours every day. But these hours are the same couple hours every day. 7-9 PM PST with potential 1 hour variance on either end of that window. There needs to be some variance in the timing of the world bosses…
- Shatterer? It was good knowing you. I fought you every time I saw you come up. But we may never meet again, your colourful crystals will never encase me with your love.
- Golem Mark II? I may have only killed you a couple times. I guess that’ll have to be enough.
- Modniir Ulgoth? Never again will you be able to kill me with a flick of your mind! Your witty banter will be missed.
- TBD? I shall call you the mystery boss! If a boss dies in the forest, and I’m never there to witness it, does the boss even exist?
- Fire elemental? Sorry buddy, you’re not important enough. Jormag is totally cooler, and he is going to overlap your window every evening. Talk to your manager about rescheduling?
I can brainstorm until the cows come home, but it feels like there could have been much more graceful solutions to this.
Here is one such idea brainstormed: WvW already detects low population and gives you a status indicating this. Why can’t PvE zones detect this same condition and simply give you a popup saying “move me to a more populated server for this zone” that uses your friends/guild algorithm but doesn’t use a guest credit? This has the following benefits:
- Maintains server identities
- Maintains ability to guest to specific servers for specific reasons
- Utilizes portions of your existing solution that are good (algorithm for finding a more populated server)
- Maintains current boss timers that allow for variety
- Maintains ability to create overflows for content that clearly should be instanced (teq/wurm)
Attunement caps promote selfish play
in Battle for Lion’s Arch - Aftermath
Posted by: DougTheSlug.3920
I’m not sold on this “need 50 per knight” bit I keep hearing.
Right after the patch, I was on YB home server. We had about 25 at green, and roughly equivalent numbers (+/- 5) at red and blue. We killed them in maybe 10-12 minutes?
I don’t recall anything special being done. We had 3 commanders who simply did stack-counts and made sure all 3 knights had roughly equal numbers and we just fought.
I saw some players not dodge the pull and get downed. A few full on died, but they didn’t stick around for too long. I didn’t see any summons (fire ele / ogre)…
One thing I want to say though, is that this battle can be done without dodging. If you sit on the close side of the attunement circles you can usually walk your way out of the attacks.
1) Pull attack.
This one is simple. The pull doesn’t pull at close range. If you look at the orange area, there’s a circle in the middle that is not part of the pull attack. Walk adjacent and wait for the gear animation. When the gears appear, walk backwards to get out of the follow up attack on those that were pulled. Literally, you have enough time to slowly walk backwards after the gears appear (you can walk right over the gears while the animation is visible) to get out of range of the follow up attack.
This means you can continue attacking the entire time; no loss in DPS by dodging.
2) Blowback attack
Turn around and walk out of the circle. If you’re sitting in the attunement circles, there’s usually enough time. You only need to dodge if you were in the middle of casting something big and waited for it to finish before getting out of the orange.
My only other tip is go ranged. I am a D/D ele at heart. While a good D/D ele can get in there and do fine, I found that it was easier to just stand still with a staff. Further, the D/D rotation typically involves a number of condition-heavy attacks like earth(5) and fire(2->5) that render those attacks null and void. With the staff, just sit in fire, Auto-ing while putting down 2 and 5 on cooldown. When the condition phase of the knights come up, add water and earth to the mix of staff attacks.
Battle for Lion's Arch Open Issues and Tips
in Battle for Lion’s Arch - Aftermath
Posted by: DougTheSlug.3920
Our attempt on YB went sort of ok. We killed all the knights and did not see complaints of no loot. And then the platforms went bad. My knight happened to be the first one down, got all 3 attunes and went to portal. I was one of the first in. Well our platform was severely undermanned. If the design is green to nw blue to ne red to south, the issue was some red ran off to help blue kill the knight since we didn’t have 50 at any knight.
And of course no core, so meh. It is still a flawed battle after how many patches to fix?
I am pretty sure the platforms are round robin, not red knight goes to platform X.
I am basing this conclusion off one piece of evidence. On YB run last night, right after patch, there were 3 commanders. One at each knight, doing counts of players. Then on the platforms, one of them had 2 commanders. So unless one of the commanders jumped to another knight** after they killed the first one, this proves the distribution is random.
- I’m not even sure if this is possible, since it sounds like once you have one attunement, you’re set to one of those 50 slots and can’t change.
Did you read the crash log? I’d highly assume that it’s your client running out of vram. I had crashes twice (at the red one, since it was the last one in the rota), both times a OOM crash. So i watched my VRAM and switched to low texture resolution as it got critical. No crash since.
This happened when they removed culling. High graphics settings + lots of people = crashes. I looked at a lot of the call stacks and they were commonly this; I’ve lost count how many call stacks I’ve sent to Anet with this kind of error.
It really sucks when I have to choose between
1) playing the game
2) looking at a nice game
3) constantly changing my graphics settings based on how many players are on the screen
I have actually set all my settings to medium of late because of all the zerg-stuff that’s been crashing my game. Good use of a gtx780.
The real kicker, is that there’s no medium preset. There’s either high, autodetect (aka high) or minimum.
- High: crash with lots of players
- Autodetect (same as high): crash with lots of players
- Minimum: I have no words for how truly awful this looks…
If I want medium settings, I need to change each drop down to medium, which is a PITA to do when I get into a big battle and realize I’m on max settings…
could you elaborate on, “the missing daily is usually a dead giveaway?”
Does this mean that it is typical for the living story daily to disappear the day before patch day?
Yes, that is how it has been. “Patch Day” (which began at 4pm PST/server time yesterday) doesn’t have a LS linked daily.
Why are group events so poorly tuned?
in Battle for Lion’s Arch - Aftermath
Posted by: DougTheSlug.3920
Yeah I’ve seen miasma events completed several times.
Although, some specific ones always fail. No matter how many people there are.
After initially attempting and getting pathetic results, I completed triple threat on sunday (all 3 miasma’s completed at the same time)
My post from another thread which includes tips: https://forum-en.gw2archive.eu/forum/livingworld/escape/Triple-Threat-even-possible-now/first#post3709505
So on saturday, I got onto my home server instance (YB). Spent a lot of time rallying and talking to the guys in the chat. There were some skeptics/flamers about coordinating, saying just do the children as it’s the “best farm”, and of course there’s the always silent heirloom farmers. But I managed to convince some that’s it’s worth attempting. We (about 8-10 of us) managed to complete one of the miasmas (toxic), and apparently convinced others that miasmas were at least worthwhile to attempt as I pinged 100+ bags from “farming” miasmas in a single hour.
I show up on sunday, I have only a single full hour to try. It seems by this point, more are talking about triple threat, and I manage to coordinate smallish groups at each miasma, ideally no more than 10.
- This means the afk’ers don’t hugely affect us, as you only need about 30 like-minded players in total.
- The heirloom hunters still affect you, as they’ll come along and scale events without assisting with kills, making them impossible
- The zergers can also scale the events beyond any ability to complete them, but they at least fight with you.
The aether and toxic miasmas were somehow completed with about 2 minutes left. They announced their status on map chat. It was about that time that some obvious bandwagon jumpers showed up at my miasma, the molten one, and it began to scale big time. Fortunately, we were on our second to last or last wave at that point and we completed the molten miasma with about 45 seconds to go.
So we managed to get triple threat, and then still got 1200 civs in the same run!
Lesson here, you don’t need huge numbers for triple threat. Just keep talking in map chat, trying to coordinate small attack squads on each of the 3. Let others continue to rescue civvies etc. Maybe even ask the heirloomers to avoid miasmas to prevent scaling.
tips:
- Communicate that you should ideally not have more than 10 at an event. Overscaling, unless you have 50+ will likely cause failure due to the non-linear scaling.
- If an event overscales, don’t flame, just reinforce smaller strike groups and recommend that some from an overscaled event move around to a different one during the next attempt.
- There are 4 attempts for miasmas in an hour. The first is impossible for a couple reasons. (I) Gendarran entry event is the fastest entry, so at least on your home server, everyone will be entering at that point, and everyone will move to the aether miasma, overscaling it, and ignoring the others (II) there’s not enough time, since the miasmas seem to start at :05, instead of when the players show up, so you’re already a few minutes behind.
- The 2nd and 3rd miasma deploys are the ones to watch for. You can get your full 10 minutes. The 2nd one can be used to check numbers and help spread the players out evenly. The 3rd one is your last real chance in the hour.
- The 4th miasma comes too late and typically gets cut off by the forced retreat from the zone.
- When you complete a wave, and the next wave appears, retreat and regroup to a pinch point or at least to one edge. If you’re spread out, you’ll find a few of your 10 get spiked down due to additional aggro and since you are spread out, are harder to reach for ressing. If you’re off on one side, and not sitting in the middle, you do this to them instead of them to you. Better focus fire and less initial aggro.
- Be aware of when the last foe of a wave is killed and get ready to move as a group to the side. I’m not 100% sure on this, but while the foes are invincible, they don’t seem to aggro, so I think you have a few seconds to GTFO and regroup for the wave.
- try and focus fire, but make sure you’re not just pulling and attacking a single target. Ideally bunch up 3-4 foes, without aggroing the rest, and aoe/cleave them all down at once.
- finally, don’t let the status bar demoralize you. The bar goes down in chunks when a wave is defeated. So it may look like you’ve still got a ways to go, but when you kill the last guy in the last wave with 10 seconds left, the bar drains completely and the miasma event completes.
Even when I get into my home server instance, barely anyone is doing miasma’s. Considering I can only be at one of 3, I am completely reliant on others to do the other miasma events…
Others who:
1) the zerg escorting the children
2) AFK at each entrance
3) Do heirloom runs and nothing else
4) AFK randomly hidden throughout the map
I’ve seen entire guilds of heirloom hunters running around. When 1/3 of the entire maps population is doing nothing but running to heirlooms, they’re scaling up events wherever they go, and not contributing anything to the group effort.
Is triple threat even possible anymore?
… WTB KIRIN.
1. Elementalist
2. Elementalist
3. Engineer
(I have never really played ranger, otherwise I suspect it might have made my list)