Showing Posts For Irate.2680:

Twilight Arbor Explorable

in Fractals, Dungeons & Raids

Posted by: Irate.2680

Irate.2680

ah all useful things to know, thanks guys!

Twilight Arbor Explorable

in Fractals, Dungeons & Raids

Posted by: Irate.2680

Irate.2680

So doing twilight arbor explorable and we have a few wipes but going fine, then we get to nightmare tree and wipe, sure ok learning no problem! Run back and.. adds didn’t despawn, try killing them and getting back to the boss but by the time we killed them we had twice as many again. We run back and go forwards and still more! Does this fight seriously not reset? How on earth are you ment to kill this boss if you wipe once? I mean I don’t mean to be too negative but this is rather frustrating, I really want to love this game but I do like instances and these are bugged/slillyly done. Somewhat frustrating. =(

Adressing a split in the community

in Fractals, Dungeons & Raids

Posted by: Irate.2680

Irate.2680

I wouldn’t say the instances are fine or too hard, the trash can be frustrating and some of the fights are difficult but mainly just because of a ton of adds. If anything I would say the actual boss encounters are more often than not much too easy, quite a few have very few and overly simple mechanics. There are ofcourse some very good ones too but atleast in my opinion flooding the instance with wave after wave of adds is not particularly fun nor is waiting for a boss to die because of a massive health pool. I have completed (well save for the instances where the quest would not complete or final boss would not spawn) a fair few explorable dungeons and simply want to state my opinion and hope that perhaps some changes could be made so that the idea of farming these instances would truly excite or atleast interest myself and those who have similar opinions.

The above is my opinion on explorable instances, the storymode versions were much easier having done them all (some with full pugs too) and can understand that they are there mainly for the story and would only change a few things, all of which are in Crucible of Eternity.
I would turn off the camera shaking, I understand the reactor is going critical but I don’t think I need to be reminded of this constantly and I would tone down the part where we are helping Zojja taking controll of the golems, the lack of conventional agro systems makes it very hard to keep her alive without the help of a guardian on his/her toes able to pop a big heal on her at the exact right moment.

(edited by Irate.2680)

Personal opinion on instances

in Fractals, Dungeons & Raids

Posted by: Irate.2680

Irate.2680

I don’t mean for this to be a whiny post at all so if it sounds like that then I am sorry. I simply want to give some feedback on how they feel to me. I simply want to offer my opinions.

Firstly alot of the bosses don’t seem to really do much anything, they might have 1 attack that will one shot you but after you dodge that you spend the rest of the time just sitting there shooting them (as a ranger). Some more mechanics could be nice, similar to the Legendary Searing Effigy but perhaps slightly downtuned/modified. An example of a modification to this fight that could be interesting would be if the crystals had a relativly small range, so you don’t have to destroy all of them but then you have to stay close to the boss lest he decideds to come to where you are in range and then gets alot of heals, yet staying close puts you in range of his flame attack meaning you have to stay on your toes. This could add a nice challenge and solve the slightly overtuned issue (atleast in my opinion).

Secondly I would like to say that it feels some of the fights feel like they are being artificially made more difficult. Be this with massive hp pools (but that usually leads to the fight being boring over hard) or with spawning massive amounts of slightly too hard hitting adds (leading to a more frustrating and annoying over interesting and challenging fight). While some fights like these are fine it does seem to be something of a staple and thus leads to a somewhat monotone feeling from a few of the instances. Fights like Lieutenant Kholer have been amazing, a bit of time spent learning the fight and then needing to keep on your toes to dodge/pop some stability to avoid death, great fun and very interesting!

Thirdly I would personally like to see some bosses tuned up, Tribune Burntclaw for example felt somewhat too easy, the spike waves for example while looking deadly seemed to hardly tickle (his knockback seemed to be a good amount of damage not quite killing if at all resonably geared). Speaking of Citadel of Flame the torches at the begining of the path to kill the tribune could maybe have a second or 2 added to the burn duration, while doable it was again rather frustrating and one could expect extremly hard to do in any form of a pug.

Finally I would enjoy a somewhat clearer indication when fighting a boss because sometimes a chest comes after what seems to be some trash and other times what feels like it had to be a boss nothing comes.

I do hope that this could perhaps in someway help.

Exiras's collection of dungeon bugs (minor story spoilers)

in Bugs: Game, Forum, Website

Posted by: Irate.2680

Irate.2680

I also had an issue with the Tribune Burntclaw path. Shame that I didn’t see this post before we started or wouldn’t have wasted our time with the torches.