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AC Explorable Path 1 and 3 too difficult ?

in Fractals, Dungeons & Raids

Posted by: Grunf.5812

Grunf.5812

Thanks to everyone for your comments, I will definitely try your suggestions with my guild, and let you know how it went.

We were quite frustrated as 2 persons hitting a burrow were missing most of the time. Sure minor movement fixes it, so no excuses here :-).

Should those methods prove to be effective, I guess I will owe you guys a big thank you, and an apology to ANet, which I will be more than happy to do :-).

Looking forward to (hopefully not so many) new wipes ;-)

AC Explorable Path 1 and 3 too difficult ?

in Fractals, Dungeons & Raids

Posted by: Grunf.5812

Grunf.5812

Hi,

After countless attempts to clear 2 specific events (with a same theme), i had to ask the question: are AC EXP path 1 and 3 just too difficult. The events are:

  1. Hodgins path – protecting Hodgins from gravelings while he reads a book
  2. Tzark path – protecting 2 collectors before they are overrun by gravelings.

Both encounters share the same mechanics:

  • destroy graveling burrows before you are overwhelmed
  • at the same time defend either Hodgins, or collectors

However I feel that the fight is too hard (and for some of the wrong reasons)

  • Hodgins or collector has too little health
  • Hodgins quietly reads a book while being hit upon (more immersive would be to either fight back or run away in fear)
  • When DPSing a burrow, in many occasions it does not take damage (due to known bug), resulting in messages like *Obstructed (there is nothing in the way), *Evaded (how), and Missed, which is especially noticed for melee.
  • Burrows spawn also Graveling Breeders that spawn more gravelings (with no cap on how many breeders can be there). We fought up to 3 simultaneously on Hodgins path. Note that this was also while we had 2 burrows to kill.
  • If you attack gravelings attacking hodgins/collector, some might follow, but most just stay, although animation suggest they should follow. Is this bugged.

Needless to say the end result is:

  • Regardless of the amount of damage/ tactics we put in the npc goes down eventually
  • or if we defend it, we are overwhelmed.

Suggestions for fixing the event:

  1. give NPC (hodgins / Tzark) ability to fight ? as well as waaay more HP (perhaps as much as *breeder)
  2. fix a hitbox bug on the burrows (i guess on any static item) -it affects more than you think
  3. put a cap on how many live breeders can be there while event is running.
  4. … or reduce breeder’s HP
  5. if there is specific mechanic to be learned… please give more obvious hint

Given the now changed rewards system (9/25) that the tears drop only at the end, makes the whole encounter extremely frustrating, and unsatisfying. Almost every time the party wipes too many times on one of these encounters, and just gives up, and goes home empty handed, with heavy repair bills.

ANet, more than once you boasted that the QA guys can 4, or even 3 man a dungeon. Here’s a challenge: Try 3-manning AC EXP path 3 without “admin” buff and post a video.

Should the QA guys succed, i guess the encounters are OK and we just need to learn how to beat them.

The game is awesome, and I love the fact that the dungeons are hard (as long as they are hard due to specific mechanic), and not buggy hitboxes, and missing caps. It would be a shame that the dungeons that are so beautifully designed are not played due to unreasonable difficulty.

Opinions ?