Showing Posts For Lithen.3642:
It’s all dependent on what you are doing. If you play an organized team with strong gear and good skills, you can blow through path two very quickly. Path three is medium difficulty, the main difficulty being the long run to the last alpha fight. path one is very quick and the sub-major boss (frost titan) is the most intuitive for pugs to understand.
teleporter route was actually the go to route for my group for awhile. we hadn’t been able to secure a solid fourth player, which made the destroyer fight hard to cooperate, and submarine had what seemed like time killing challenges like the channel disable room.
Again it depends on what you are able to do as a party and your own set up. an organized experienced and well geared group can blast through all three paths in about 2 hours (with 5-10 min smokebreaks in between). voice comm and experience is really the best way to speed up runs.
Our group noticed this too while running CoE last night. we got maybe 4 charged lodestones between the 4 of us in mumble, in 2 runs. we also got multiple rares and charged cores. If they did ninja loot table fixes I am glad they did it ninja. and I hope they keep it ninja. makes it more cool (mostly because, you know… ninjas?)
imo heavy clases are overrated.
A warrior can do a lot of dmg with 100b, but when he gets wounded, he switch to rifle, aaaaand the dmg is gone. Also is less supportive than any well played light armor class, and they are usually traited for full dmg instead something more supportive.
Going with guardians is going the easy mode. The ones that think the guardian is a must, is because they dont know how to avoid dmg with their classes and die way too often. Now I can say that any dungeon can be done without them.
As a warrior, i do about 20k with 100b. When I need to switch into rifle for ranged damage or more safety, my rapid fire ends up around 9k. However in rifle I add a lot more control to fights. Cripple and knockback, as well as bleeding and vulnerability, add a lot of support role to the warrior. then you add utility skills like banners and for great justice and youve got the full package all in one class. sure warriors can’t heal other players, but if you’re running 5 warriors you don’t need much healing.
Since it does the damage in bursts, I think sometimes you can way point when a burst is about to hit, and then drop immediately when you rez. If this is happening everytime, then idk lol…
also stability gives crystals the middle finger. and usually your group should be able to burst it down before you get aoe’d.
The flaw with your entire position is that you are upset that WvWvW is unbalanced. I believe Anet blatantly stated that WvW is supposed to be an unbalanced fight.
I do agree, however, that the orbs are an issue. I play in the Eastern Timezone, as does most of my guild, so when we play against a server with a strong “night” population, we end up losing all three orbs while we sleep. I understand there is no good solution to time zone differences, but when I play again the next day and the players I was fighting on even or better grounds before, can now fight 1v3, there is an issue.
I don’t see why you think a 10 man instance couldn’t be skill based as well. We had large instances in GW1 that were skill and build based and they were fun and engaging.
I would enjoy a higher difficulty level of 5 mans as well.
It’ll by no means shoot you up to the 250k or w/e for a legendary, but its a nice supplement for those who enjoy dungeons.
The oby shards for just the gift of mastery is 525k karma. then you factor in random chance with the clovers and you’re near 1mill karma for a legendary. I wish it was just 250k…
I agree with the addition of karma but i disagree entirely on your reasoning. Legendaries are supposed to require a level of competence in all facets of the game. In no way should someone be able to play solely dungeons and end up with a legendary.
Think about what you are saying. “I want the most difficult to obtain items in the game. Items that show how dedicated and good at this game I am…. but I don’t want to have to leave one tiny sliver of what this game offers.” It doesn’t line up with what a LEGENDARY item is.
However, I think that logically karma should be rewarded from dungeons. Karma is a sort of influence you gain for doing dynamic events correct? A dynamic event is when you aid other people, and the karma rewarded is them appreciating your aid. when you run through the explorable paths, you are essentially aiding the NPC. In CoE you aid the entire order through helping Spire seal the dungeon. In CoF you aid Farrah or Magg or whoever by helping shut down the Flame Legion. You are always helping someone, so it only makes sense that you would gain karma.
I was trying something new when I built that event, and it just doesn’t seem to be as fun as I was hoping it would have been.
I’d have rebuilt it already, but I’m still working on my side project: A device that injects 3-4 more hours into a standard earth day.
I’ll take two
I would enjoy that immensely. Excellent suggestion.
Agreed. Examples include the Epic Golem boss in CoE, the Destroyer, even the plant boss and the ice giant, and then theres alpha, the king of “I understand! now repeat for 25 minutes”. It feels very rewarding to figure it out, but afterwards you realize they are at 80% and it’s simply a rinse repeat cycle.
I think maybe 25% reduction is a little steep on the epic bosses, since they are supposed to be extremely strong and durable, but on the champion and elites I agree. The trash mobs should not be more dangerous than the epic boss fights. this is the case in CoE. After figuring out alpha and the epic bosses, they aren’t all that dangerous, but get pounced on by a pack of icebrood wolves or the nightmare hounds and you are done for.
I’ve read that multiple times, and though it does say that they want them to be more difficult, it doesn’t directly answer any of the questions. it is ambiguous enough to encompass PUG or no PUG, Voip or no voip, and says nothing about the armor rewards and what gear you should need. What I’ve seen around the forums is people interpreting everything differently, and molding it to their own game life.
If someone is a casual, they complain about dungeons being too difficult and time consuming. If someone is hardcore or even moderate, there are complaints about ease. the problem here is that dungeons haven’t been labeled as “casual” or “hardcore” and have therefore left everyone to debate with each other in the common internet style.
I just love the treatment of dodge as a panacea as well.
Everyone uses that, but you only get finite dodges.
Yes they are finite, but being intelligent with dodging is not. You do not have to dodge every single attack of every mob. Should be possible to dodge only when you know it will be devastating to be hit (CC, huge damage attacks, almost dead, etc.)
I believe that the majority of posts in this section are created from a misunderstanding of WHAT explorables are. We need a direct and advertised response from Anet on what they want Explorable dungeons to be. There are multiple factors that need to be addressed.
1) Are they for PUGs?
2) What level gear should I have?
3) Should this be prestige? or simply “the next level” of armor/gear.
4) Should we need voice comm?
I believe the answers to these questions are needed from Anet directly on a largely advertised post on the main site and in game mail, not here in the forums section buried under the rest of the pile of topics spewed forth from the community. I know this is long, but I think it is worth the read.
1) I do not think all explorables should be for PUGs. Have one or two be Pug oriented, with corresponding lesser appealing gear.
2) I don’t think gear should matter. Skill is a big part. Now I will sound like an elitist who thinks himself better than everyone else, but I went through a progression in CoE. first I ran in my full gear, paid insane repair bills after alpha fights, and was bitter. next came the naked phase, where I sacrificed my stats bonuses and took off my armor for the dungeon in order to save the repair bill. Now I wear my full gear for the entire run and usually have 2 piece damaged, with none being totally broken. I can make it through each alpha fight without being defeated usually. TL;DR Skill is the determining factor, not gear.
3) I think the dungeon gear should be prestige. I think they should not be “the easiest and most efficient way” of getting exotic gear.
4) voice comm. I have run CoE with varying amounts of voice com, from 4 of us to two of us in mumble and even one attempt at a full PUG group. in my experience, It has been tremendously difficult to run with PUGs, simply because they haven’t learned the mechanics of the game or dungeon yet. mechanics like dodging, following targets, and even quickly respawning and returning to the action. I enjoy voice comm, and honestly it is necessary for the first few runs and EXTREMELY helpful for CoE. SHOULD it be a requirement? that should be determined by Anet’s goals for Explorable dungeons.
So please Anet, tell us what you intended.
What we need I believe is a direct and advertised response from Anet on what they want Explorable dungeons to be. There are multiple factors that need to be addressed.
1) Are they for PUGs?
2) What level gear should I have?
3) Should this be prestige? or simply “the next level” of armor/gear.
4) Should we need voice comm?
I believe the answers to these questions are needed from Anet directly on a largely advertised post on the main site and in game mail, not here in the forums section buried under the rest of the pile of topics spewed forth from the community.
1) I do not think all explorables should be for PUGs. Have one or two be Pug oriented, with corresponding lesser appealing gear.
2) I don’t think gear should matter. Skill is a big part. Now I will sound like an elitist who thinks himself better than everyone else, but I went through a progression in CoE. first I ran in my full gear, paid insane repair bills after alpha fights, and was bitter. next came the naked phase, where I sacrificed my stats bonuses and took off my armor for the dungeon in order to save the repair bill. Now I wear my full gear for the entire run and usually have 2 piece damaged, with none being totally broken. I can make it through each alpha fight without being defeated usually. TL;DR Skill is the determining factor, not gear.
3) I think the dungeon gear should be prestige. I think they should not be “the easiest and most efficient way” of getting exotic gear.
4) voice comm. I have run CoE with varying amounts of voice com, from 4 of us to two of us in mumble and even one attempt at a full PUG group. in my experience, It has been tremendously difficult to run with PUGs, simply because they haven’t learned the mechanics of the game or dungeon yet. mechanics like dodging, following targets, and even quickly respawning and returning to the action. I enjoy voice comm, and honestly it is necessary for the first few runs and EXTREMELY helpful for CoE. SHOULD it be a requirement? that should be determined by Anet’s goals for Explorable dungeons.
So please Anet, tell us what you intended.
The response from Edge is correct I believe. I have run CoE many times but my story was only lvl 64 or so. I did some story line with a friend today and both of us received mails saying that we should try CoE. I remember specifically because we chuckled in our mostly complete sets of CoE armor.
You can salvage the rare rewards you get with tokens from the vendors for ectos I believe. (Please correct me if i’m wrong because that is my current plan) also, is it possible to combine 4 of an exotic weapon from the dungeons to try and get the corresponding legendary? (dusk, dawn, etc) that may be another way to take a shot at cash.