Showing Posts For Klimaform.6702:

[Compilation] Dungeon Woes

in Fractals, Dungeons & Raids

Posted by: Klimaform.6702

Klimaform.6702

I’m pleased with the responses in this thread. Keep it up! Comments from folks like Apathy don’t serve to help the issue at hand, but considering his current track record, they’re generally overlooked.

In any case, I have updated the OP with more information. I do agree on what’s been stated. There is too much frustration in dungeons with the mismatch of power scaling and trigger points* without proper incentive to balance. Challenging content is always fun and welcomed with open arms, however as it stands now it is just tedious to wade through. Taking from what Mythazor stated, giving bosses loads of HP does not make the fight hard.

  • [A personal experience in CM Explore – Seraph path. The part where you have to lay down five barrels at the door to explode it in the midst of infinitely spawning bandits. A fair portion being silver. It requires near perfection attempt or a lucky/well coordinated pre-spawn first try. Eventually there are just too many mobs around that you’ll be lucky to get to the door alive, much more prevent the bandits from instantly scooping up the barrels and running away.]

[Compilation] Dungeon Woes

in Fractals, Dungeons & Raids

Posted by: Klimaform.6702

Klimaform.6702

I’m making this thread in an attempt to centralize the current dungeon woes that’s been flooding this sub-section. Its not meant to bash those who think the dungeons are too hard, or those who think its too easy. This simply serves as a centralized area for the more constructive comments on why dungeoning is difficult and suggestions to fix. To prevent a mangle of copied comments from other threads on the OP, I will sum up the woes as best as I can. Constant updates will be added to the OP as they come along. Please try to keep this on the first page and contribute!

Hot Topics [Links to threads included in bullets]:
*Explorable/Story Mode Difficulty
*Repair Cost
*Lackluster Rewards/Token Costs
*The Zerg Strategy

The Details:
Explorable/Story Mode Difficulty: Surges in difficulty in some explorable paths/story modes where bosses/common mobs become much stronger than the previous in addition to general common mob strength. In some cases where common mobs are stronger than bosses. Ascalon Catacombs seems to be the biggest offender in relations to general mob/boss strength.

The lack of “tell signs” for big hit abilities and reaction time needed have proven to be a problem. Whether due to particle effects clouding the vision of said tell sign or the aforementioned reaction time. Detail of abilities used by some bosses are missing, leaving the player uninformed of what the boss is capable of.

Repair Cost: Due to high percentage of death in both story/explorable mode, the cost of repairs have become an issue for some players. Suggestions detail a lower cost in repairs to offset the amount of deaths occurred.

Lackluster Rewards/Token Costs: Rewards in contrast to dungeon difficulty are imbalanced, resulting in an upwards of hours of frustration for common item drops. Time spent in dungeons and the amount of tokens received are reported as an imbalance.

*Elaboration by Kurzick

The Zerg Strategy: A debatable – yet effective – method in which a group can simply constantly zerg rush through bosses/mobs by means of using WP’s (Waypoints) as a means to minimize downtime between death. Members of said group typically stay alive long enough so that defeated members can return to the fight to avoid boss hp reset.

*Elaboration by Chuckles

(edited by Moderator)

Targeting Issue

in PvP

Posted by: Klimaform.6702

Klimaform.6702

In my opinion, targeting should reset on either the targets death or the targeter’s death, or only last for a set duration. This has been reported in beta and hasn’t been remedied (sadly). Maybe a lot of people know of it, maybe not, but if you target a Mesmer before they clone bomb, you will always have access to the real one. This remains persistent throughout the entire match or until someone else is targeted. I’ve tested this out on both sides. Despite the hate towards the class, and perhaps you’ll feel a different way, but I feel its pretty broken to have an instant bypass through a class’ main mechanics.