(edited by Imspecial.3206)
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When ever we do route 1, the crystal spawns are so fast that we can’t even keep them at a managable level even with 4 direct damage specs taking a 1/4 of the room each and that is with poison up on the boss full time(reapplied after his burn+cleanse). As I said in my initial post the respawn rate is so sporatic that you just have to get lucky with a long gap between crystals to get him down. That isn’t really a fair mechanic imo.
(edited by Imspecial.3206)
Message to anyone who is going to reply:
Keep your replies constructive! Either confirm or denie the bugs/overtuned mechanics that I posted, or give your opinion on what I posted above and below the bugs. Don’t rage, don’t all caps, don’t drag the thread off topic. I would like it not to be locked by the mods.
When I heard that Arenanet had made route 2 harder my initial though was, “Finally they have done a pass over CoF and rebalanced the routes”. It appears I was wrong, they made route 2 harder which was needed (12min a run for a good group is too short for an explorable) but they failed to fix the other 2 broken routes.
Route 3 – Multiple people have told me that completing the final boss failed to give them rewards, this is echod in this forum if you search.
Route 1 – Last boss “Searing Effigy” is pretty much impossible unless you have godly luck and a complete “Direct damage” specced group. There are numerous bugged/overtuned mechanics on this fight.
1) Crystals come down so fast its almost impossible to dodge them, this leads to being “chain crystaled” from 100-downed.
2) Cyrstal spawn rate is extremely erratic, we had over 1minute without a crystal spawn and some as low as every 6 seconds. It appears that he has a % chance to use each of his attacks instead of his attacks having set cooldowns that or his crystal attack has a huge varience set up in its cooldown. The only people who have completed this route probably had amazing crystal spawn luck and were able to nuke him from 33%-0% without a crystal spawn or had only 1 spawn that had luckily clumped crystals when doing so.
3) The particles from his “pink ground missile” attack often clip under the floor especially if you are at the bottom end of the room. This leads to you being hit from it while being unable to see it.
4) Crystals do not take Condition damage, this is a wierd one but its a major issue that plagues the entire game. Environmental objects should take conditions, the “Living flame” final boss of route 2 is able to take condition damage so why not make all environmental stuff take conditions? It means that some routes require you to not take bleed/burn/poison specs since you are hurting your group by not being able to hurt certain boss/events. I understand that we should be altering our specs to synergize with party members and alter our utilities/trait choices for certain bosses, but asking us to have to bring a completly different gearset and re-spec just for certain bosses is a little unfair, especially players who chose to play a class because they enjoyed the playstyle of its condition specs.
So I ask you this Arenanet, what are your priorities for bugfixing? We are all aware that fixing personal story bugs, recovering hacked accounts, and making sure anything related to your microtransaction system takes priority. But is it really necessary to change dungeon routes that “work” over fixing routes in the same dungeon that have been broken since release?
(edited by Imspecial.3206)
Warriors can repair easily and safely.
Walk to door > Frenzy + Immune pain + Repair > 3s later door repaired and dodge roll back before you get isnta-killed when Immune pain ends.
Last time I was there I was scarred for life. There is only one waypoint for almost the entire dungeon on the route I was in, there are a few dungeons like this (main culprit being Twilight Arbor). It is not fun to run for 4min everytime you die, it artificially lengthens the dungeon run with no added difficulty or content.
Ability: Vengeance (downed 3 skill)
If you die while this ability is active, then waypoint within the time period that it would still be active, you will spawn with vengeance buff still active and die a second time once its duration runs out.
Bug/Possible RNG: Even with the trait giving 100% chance to rally on occasionall, I have never rallied in any dungeon while using this ability even after killing mobs that normally rally you from down or rally you from the mesmer version of this spell.
(edited by Imspecial.3206)
Vizunah Square [FR] and Far Shiverpeaks, it's just not a fair game.
in WvW
Posted by: Imspecial.3206
One thing that a lot of you are not taking into consideration here. All the WvWvW matches up until tonight have been a complete joke. Even these 1 week ones are a joke. The “Zergy” servers have been going strong due to how easy it is for 50 pugs to smash a keep down. Once it moves to 2 week rotations, supply warfare and keep upgrades will become a much bigger part of the WvWvW gameplay. A keep with 2-3 cleverly placed catapults can “counter-smash” the door killing players and flamerams that are positioned at the door. The only real way to counter this is to take down a wall with your own siege or try to get a treb/catapault in a good position were it can take out the defensive siege inside the keep. This sort of counter-building meta will be a huge part of WvWvW once it starts off properly, these last 3 weeks have just been a testing period for the dev’s to fix server stability and to try to match-up servers with similar “timezone alliances” so that the rest of the normal servers can enjoy compeitive WvWvW without geting demoralised by the mega-alliance servers.
It is most likely a modifier on your base % chance to get items. Say for example there is a 1% chance for yellows 2% for greens and 5% for blues.
with 155% MF it would be
1% * 2.55 = 2.55% chance to get a yellow
2% * 2.55 = 5.10% chance to get a green
5% * 2.55 = 12.75% chance to get a blue.
Assuming that is correct there are 2 ways that the loot might be distributed. A roll table for each type or a combined roll table. If it is a combined roll table then MF gear would be “Pushing” the chance to get nothing off the table, you would still have the same % chance to get each type in relation to each other, just that your chance to get any of them increases. If it is a separate roll per item type then MF gear is even better as it would scale up your chances of getting multiple items per kill.
I have a feeling that chests are “seeded” with something like 1 green, 2 blues, 1-2 items randomly generated based on rolls (nothing or a yellow or a tonic etc)
I would love Arenanet to be more transparent with the loot mechanics, mob aggro trigger variables, power scaling on tooltips and the likes.
I spent ages in here trying to see if there was any invisible walls or anything. I also tried /kneel (indiana jones reference) at nearly every wall and casket in the dungeon. Nothing worked, I would really like to know if this is an unfinished “dev playabout” that never had its reward put in or not.
I am glad that the balance team are taking their time to let the metagame progress, but If I remember right you have tools in place to allow a disconnect from the pve and pvp version of spells. There are some glaring issues in pve that could be fixed without affecting pvp balance, will you be making more frequent updates to pve since you don’t have to worry about upseting pvp balance?
I won’t do the math now but the difference after currency exchange between the EU price and the US price is only a few cents.
This is correct. Our publishing is out of England, so we have a 20% VAT across the board on all EU sales. The difference is just inclusive vs exclusive taxation.
Ok can you then explain why the UK pays more than EU….
10 EUR is not 8.50 GBP. Its much nearer to 8 GBP. 8.1 EUR if you want to round to a decent number, really you should be charging us in EUR and letting our banks do the exchange rate for you to save you having to change gem pricing if the EUR:GBP ratio changes drasticly. Charging us 5% extra on gems is a little unfair.
Do you have it traited. I am using it untraited and I have never rallied ever while using it in a dungeon, even after killing 4-5+ mobs that should have rallied me (like the blossoms in TA) I understand that is is a 25% chance but either it’s broken when untraited or I am in the tiny percentile that gets trolled by RNG on things like this.
I have tested this tens of times now inside of almost every dungeon. Killing 4-5 mobs which would normally rally you from downed while in vengence does not rally you. The mesmer rally skill appears to work perfect on me but my own one will not. It also frequently “double kills” me. I will vengence>kill mobs>die>waypoint>re-vengence>die>waypoint again. Because of this bug I have stopped using the spell altogether as it does not work and doubles my repair bills.
Firstly I’d like to say that I am aware that recoving hacked account and fixing low level story missions are much higher priority than fixing bugs in dungeons that possibly less than 15% of the population are even doing, but it would be a huge mistake to not fix the ones that prevent completion for most groups such as the Arah bugs and the Searing Effigy one. Annoying the “hardcore” playerbase by having known bugs not fixed for months is a great way to get tonnes of bad PR on youtube/forums/word of mouth etc, its one of the main reasons to why SWTOR population died so fast. It sets a bad example of how refined the future expansion content will be like, which will deter buyers.
Arah
Berserking Abomination – Constant animation glitch which causes him to slide along the floor hiding his “throw rock” animation and others.
Giganticus Lupicus – Auto attacks during the carpet bomb attack, this is almost immpossible to see as he does not turn to face his target. He also resets frequently when 1 person is still alive and activley engaging him.
Golem Gauntlet event – The 2 skill “disintegrate” on the guns do not work, this also means that the insta-kill cube at the end does not kill the mobs as it seems that the spell ID itsself is broken and not the guns. This worked a few days ago and only appeared with the patch that added HP bars during boss events.
Inquest agent – Very often the circle for her aoe lightning ball attack does not render.
Crucible of Eternity
Numerous points of interest seem to be unobtainable, most notibly the one on top of the submarine.
Alpha – Very inconsistent damage immunity during crystal prison. It seems almost random whether you will be killed or not by aoe and mob attacks inside the prison. He also attacks far to frequently with his combined attacks to be able to dodge everything, if you use dodges on the ice/rock aoe you have none left to dodge the conal Spike attack which will eventually kill you since it can do over half you health in one hit. He also frequently gets stuck in a recoil animation and you can kill him with impunity, the same happened to the Svanir boss in our run.
Citadel of Flame
Searing Effigy – Crystal respawn rate and amount are far to high, the encounter is only doable through sheer luck. The respawn rate can vary from what seems to be 4s to 30s making the encounter extremely frustrating.
Twilight Arbor
Blossoms are very very buggy, I’d say over 50% of them are not killable with projectile attacks, only targeted spells like the Mesmer greatsword 1 attack or placeable AOE’s are able to clear them. There are also numerous “invisible” ones which do not render and are not visible when using CTRL, but will still pop when you walk over them, they are probably being rendered under the floor level but high enough that their hitbox triggers.
I have plenty of balance feedback to give, which I will do in a different thread. I have some programming experience, level design experience and have spent thousands of hours playing team based PvE and Pvp games so I hope my feedback thread will be more useful to your balance team than most of the emotionally driven feedback you can see in the other threads in this forum.
During one of the last stress tests it gave a measly 30hp/s regen at lvl 80. It does not give the regeneration boon as you would think. Perma regeneration boon from runes would be a little overpowered but the amount it is currently feels undervalued for a 6-set bonus. A small flat % damage reduction or a boosted amount of hp regen would bring it up to the level a 6-set feels like it should reward.
Confirming that the Searing Effigy boss might be slightly overtuned, there are a few glaring issues with it currently.
1. The crystals fall so fast that its almost impossible to dodge them, this leads to being chain hit by multiple crystals from full to downed with no real way to avoid it consistently.
2. The crystal spawn rate doesn’t seem consistent, sometimes it takes over 30s between waves, other times its less than 5s. I assume it is meant to be on a set timer, so that groups are able to clear the crystals then burn the boss down from 30%-0% before the regen kicks in again from the next wave.
3. Huge range on the flamethrower style attack ends up nearly killing people who are at the other end of the room clearing crystals, it could do with being reduced to 1200 range or less.
4. The knockdown fire lines seem to land even when the particles themselves are no where near you, dodging it will prevent this but it seems like the spells hitbox and its particle effects are disconnected in some manner.
Other than that the encounter is quite interesting, the long burn that needs to be removed is a nice touch and the crystal mechanic itself will be great once it works correctly.
I have another bug to report from that same route, the boss with the totem triggers is “cheese-able” with any ranged class. They can attack the control totem from outside the room which does not aggro the npc that guards it making the entire “survive the npc while killing control totem” mechanic moot.
The Corrupted Exotics are crafted from “Shaman’s” base exotics + Corrupted lodestones.
All of them bar the axe do not have their particle effects showing when stowed or in preview. Weapons which rely on their unique particle effects only being visible during combat devalues the art on them significantly, if possible it would be great to see the full weapon effects both in preview and when stowed for all weapons, currently the preview function is severly limited when judging an items looks due to this.
When I first bought the sword it was night cycle (the npc weps were glowing) and it did not glow. I then transmuted the skin onto an 80 rare greatsword. It still doesn’t glow regardless of time for me. I will test underwater>out of water as suggested above then update.
Update: Still won’t glow regardless of time or using water.
If this is not a fixable issue I would like a 390 token refund so I can go for a different reward.
(edited by Imspecial.3206)