(edited by Lyralei.5920)
Showing Posts For Lyralei.5920:
TeliaSonera being problematic again. Same node as when packets were being dropped at HoT’s launch.
The weird thing about stacking with pugs is that might is so rarely stacked, which is one of the things that tends to make it safe and effective.
I put down combustive shot and tell people to blast it.
“What’s a blast?”
:’(
OP has clearly never seen a thief carry in Caudecus Manor.
Other characters you have? – they don’t drop enough to make a huge difference.
Do you fractals? Because I have like a bank tab full of them.
Tell me, what would you do when you have like ten copies of Cirque of Arah? And don’t ask me to gear my characters with them because they’ve been in full ascended trinkets for a long time.
I am so torn on which dungeon NPC I hate most, Magg or Hodgins. In most cases, Magg is awful.
You mean you prefer Varra Skylark over the two of them!?
For real? No Detha?
Detha. Nothing better than doing 3/4 of the run to find out she’s decided to go on strike.
Tzark has been learning from here lately..
Agony Infusions go into a separate slot. They can’t be put in regular infusion slots.
In other MMO’s, builds and the gear sets exclusive to those builds are called the same thing. There’s tank gear, healing gear and DPS gear. There may be some variations in some games, like dodge tank gear, or physical/spell DPS gear. Because they’re used to thinking this way, people continue to think this way. ANet enabled this perception’s migration to GW2 with their selling point of a GW2 “replacement trinity.”
Lilith’s right. There is a tremendous amount of leeway in GW2 with regard to “gear as you like.” Most suggestions to “fix” the non-problem of glass gear amount to remove gear choices for everyone, not just glass wearers. Some proposals, like the OP’s, consist of contrived mechanics that “target” a specific gear choice. These proposals are just bad design. Improved encounter mechanics are one thing, but, “Let’s punish a specific gear choice” would not be an improved mechanic. It would be a sop to people who cannot let go of the old paradigms.
http://imgs.xkcd.com/comics/think_logically.png
Everytime this thread comes up, this picture should be linked and the thread closed.
So really I think the seed of the problem is that Anet didn’t even anticipate what the high-end PvE metagame would even look like which meant they couldn’t really make a proper tutorial about it. That being said, they really need to go back and figure out ways to teach players about these especially if they want to continue to increase the difficulty of future content.
Except they don’t even educate you about combo fields beyond that one time it pops up in Hints.
You don’t have to teach people about the complex nuances of high-end gameplay (because those come from experience) but you do need to give them a solid foundation on which they can build upon.
The very fact that we don’t have this foundation is the reason why PvE is in such a dismal state at the moment.
Conveyance is important.
Megaman did it so well that you didn’t need a tutorial level because the entire thing was integrated so well into the first level that you didn’t even know it was a tutorial.
Its something that’s sorely lacking in GW2 and sadly many other games today. It is not so much the knowledge that’s critical but rather the delivery of the knowledge that makes or breaks the game.
(edited by Lyralei.5920)
I would go for The Blazing Light because it sounds the best, stricktly from the aesthetics, roleplay, whatever point. IF you want a title that commands somewhat “respect” within at least some parts of the community, you need a WvW or PvP title.
Yakslapper. Best title.
Aragorn was a sword/x Ranger.
Legolas seems to be the problem. That longbow 360noscope camper.
Common misconception. Yes, he camps Bow in zerg and for killing scrub players but he’s actually a D/D thief.
I don’t like how he can go R/A while everyone else is stuck with 1 profession. You don’t see Gimli being all selfish and going W/Mo.
Teq is not balanced. The entire encounter depends 100% on the contribution of the six people who are on the turrets. If they can handle their kitten, you’ll be ok. If they’re the other 99.9%+ of the playerbase, you’re going to fail.
You can easily do Tequatl with 0 turrets. Just turn around and the bone wall falls in 4 seconds.
If that person causes such problems and wouldn’t listen / react to this then of course I would vote to kick him. The thing is: there are a lot of rangers who use bows quite effectively and throwing all of them into the same cup is just stupid.
Unfortunately many rangers fall into this cup.
Don’t get me wrong. I love rangers and I’ve played with some insanely good ones who can carry themselves kitten well but the number of said rangers I could probably count with one hand.
Part of the problem lies in the discrepancy between open world and dungeon ranger play which is completely set apart from all the other classes so by the time one actually makes it to level 80 dungeon running, most rangers haven’t experienced nor used the full repertoire of weapons and skills at their disposal.
Amazing skills like Frost Spirit get little if any use open world (unless the user explicitly takes the mobility trait for spirits) because they don’t stick around 1 spot for long enough to use them.
Its an exposure problem really, one which other classes suffer less of.
(edited by Lyralei.5920)
I would have no problem having a Ranger with axes, bows or swords in my group. Not everyone who runs dungeons is about maxing damage output, some of us still prefer the credo “play the way you want” & let others do the same. I don’t care if a run takes 5min longer. Personally, when I’m playing ranger, I love using axe/wh,axe and greatsword… it’s just more fun than sword to me.
Wait till your beloved bearbow causes your normally 30 minute Arah run to end up taking 3 hours including but not limited to aggroing everything in sight and bringing them to us, causing lupicus to eat 3 grubs and making lupicus chase her all over the place into us, causing the rest of us to die.
Because that is what exactly happened to me. We kept her until the end because the Ooze boss made her bear bounce nonstop and we found it hilarious.
One of the main issues is, is that people want to do the puzzle without it being camped by people who’s sole purpose is trying to stop them. So they do it once (by using a portal) then never coming back.
The premise was fun at the start.
Until you had turret engineers camp the dark room. Boy was that infuriating.
Well by all means, explain why static, exploitable content should be the most rewarding.
How about instead you tell us why other more difficult content shouldn’t have their rewards upped? Why does this need to be nerfed?
Asinine logic as always.
You want it? Work for it. Just like every single other GW1 player.
What’s next? Asking for God Walking Amongst Mere Mortals to be put on the gem store?
For the record, my guild has nearly completed researching the new guild perk and should have the first 3 built and ready to trigger early next week.
The price is steep, but not unreasonable.
That is your opinion, and not a fact …
For a multi-server guild like TxS, it is currently impossible for us to build this consumable. That is a fact, and there is nothing positive about it.
It is very much not impossible for you, however, to talk to your members and reach out to other guilds willing to help. Yes, you are a multiserver guild, but you are also made up of members who are part of many established guilds – most of whom would probably jump at the opportunity to become more involved. I guarantee there are plenty out there willing.
Use the opportunity to make a stronger and larger environment in the game for killing Tequatl – it just takes a little open mindedness and willingness to adapt to change.
Please do not patronize us anymore. Your posts are really at this point just asinine and nearly troll-esque in nature.
Other participants in this thread have provided valid and constructive arguments against everything you have posted, not one which you have replied to nor provided a rebuttal towards.
This is a valid concern by a good portion of the community, one which I might add was thought long and hard upon. We have considered all viable options and none of them are sustainable in the long-term nor healthy for the game and its communities.
(edited by Lyralei.5920)
Honestly, I wouldn’t be surprised if the champ train was nerfed because it created a toxic environment in one of the most populated starter zones. What if you’re a new player fresh to the game and have no idea what is going on. The map chat trolling caused by the train is another reason.
The irony is that the Queensdale train is still semi-viable while the Frostgorge one (where people should be) got utterly rekt.
And of all those 1000s upon 1000s of people you are talking about, none are in guilds willing to support these initiatives by starting the events? Has anyone from one of these big alliances even tried to find out?
People really are looking at this from the wrong perspective. With a little cooperation and communication, you should be able to trigger these fights at even better times – and shorter intervals – than you ever were before.
Instead of focusing on perceived negatives, let’s (the players) wait, see what the system actually looks like in practice and then figure out the best way to make it as fun as possible.
There are tons of guilds out there with hundreds of thousands extra influence and maxed out merits to ally yourselves with – many of whom would jump at the opportunity (not to mention it would create a stronger player community). Please, look for the positives and think about how this might make things better before immediately jumping to “the sky is falling.”
Ok. Since you have your genius suggestion of partnership with other guilds:
Find me at least 3 guilds willing to spawn Tequatl at a fixed designated time daily (3 guilds because we must accommodate their people too.) five times daily.
And they must do this daily. Every day. And they must also use all their merits and influence and oh, one whole day of building just so 100 random other strangers that they might never meet or know are able to do this boss.
Oh and lets not talk about how you might not find a clean overflow, so that magical 150 is actually more of 120 for the entire Tequatl Alliance. And considering some runs have like two extra OFS, thats 450 players + approx 30 players per sponsoring guilds.
What an outstanding solution you’ve provided us.
(edited by Lyralei.5920)
People already do shenanigans of this sort in TTS runs. Tag Tequatl and run off to the hills behind the south shipwreck and AFK there.
I won’t mention guilds or names but its a pretty common occurrence and there’s mixed responses about how or whether we can report them or not, and if at all under which violation.
Neither of these changes remove the need for guilds like TTS. If you cant see that, there’s no point in a discussion.
Just ignore him. His comments are as asinine as his logic and contribute nothing to the feedback.
Lets get back on track and focus on how we can better improve the system to be reasonable for all players under whatever circumstances they’re currently in.
There should be no reason to have a convoluted and stupid solution such as partnering with other guilds or being mercenary because it doesn’t solve the underlying problem that the new system entails. A solution that needn’t happen to fix a problem that doesn’t currently exist.
Uhh can’t you just use that guild thingy that allows you to start it whenever you want?
Read the thread. Your question has been answered multiple times.
That system was put in place to solve this problem, of guilds and groups that can’t play at certain hours.
I’m sorry but you are not willing to adapt to the new times nor are you willing to put in the extra effort of 1 hour of running missions each week. You want everything handed to you on a silver platter.
Have each member pitch in 50s. Say half of all your community actually donates that, you have more than enough to pay for a crapton of influence for 2 guilds.
It uses merits. Which, oh, you can’t pay for.
If it just used influence do you think we’d be complaining? We’re swimming in influence. Here’s the blog post for you. Read.
https://www.guildwars2.com/en-gb/news/the-megaserver-system-world-bosses-and-events/
What are you going to suggest next? That we pay people to rep for us and earn merits for us?
(edited by Lyralei.5920)
That’s because TTS is NA only. The EU equivalent is TxS. We don’t guest on the top worlds such as Blackgate because they are more than capable of killing it on their own, but we rotate daily to every other world to give their denizens a chance at killing Tequatl.
We run Teq at least 4-5 times daily to cater to people from all timezones. Rescheduling DOES NOT WORK.
I’m certainw they have the statistics on when the greatest population of players is playing. They choice of times was not random but, intelligently chosen. I’m sorry if it doesn’t fit in TTS’s schedule but, I view it as the majority of players are more important.
They will open the encounter to thousands of players who have been unable to do the event on low population servers unless they joined a one-trick-pony guild.
You can manually start the event now, so adapt your schedule a bit and you will be fine.“Logic clearly dictates that the needs of the many outweigh the needs of the few.”
We’re talking about improving the self-spawning system in a way that doesn’t penalize any guild for even attempting Tequatl or Wurm. Merits are a finite resource that guilds use for other things.
Why should any guild be punished for failing a boss kill due to factors that they can’t influence? Every other merit-based guild purchase is a guaranteed bonus.
We are asking to improve the system such that any guild be it big, small, multi-world or otherwise will be able to fight the boss at their own pace that doesn’t force you to do guild missions.
As it stands, TTS and TxS already provide more opportunities to individuals to experience Tequatl. More than any of you can claim to provide. These selfless individuals take their time out of their day, every day, to organize a group so that people may have a chance to experience these bosses regardless of where they’re from, what language they speak or which world they’re home to.
And I see no reason why we can’t improve the system to continue letting them do this. TTS doesn’t even have a requirement to join so your claims of “thousands of people unable to do the event on low pop servers” are quite unfounded.
I want people who can’t attend to these “prime time” spawns to still be able to get together and do it regardless of their guild.
TTS is not a server based guild we are WORLD based.
My server is multi server. We decide on a server to guest on to do guild missions.
The premise behind TTS is that we allow everyone an opportunity to do Tequatl with little to no commitment to being in a dedicated raid guild. TxS does a similar thing on EU if I’m not mistaken.
What’s great about the fixed odd hour cycles is that people are able to do the boss whenever there’s enough interest to do so. No commitment necessary to do so and doesn’t punish guilds for failure. With the schedule as it is, I believe a certain segment of the community is effectively locked out from participating in these bosses when they otherwise would be able to.
I’d also like to mention that this punishes the little man as much as it does the big man. Small guilds may not have the capacity to acquire the upgrades required to spawn these bosses and communities like TTS and TxS provide this opportunity to them to do so without forcing them to commit.
Bosses like Tequatl and Wurm are so prone to failure by destructive individuals that I cannot foresee guilds willingly spawning these bosses with their merits without a full group.
I sincerely hope we see some revisions and refinement of the system. Its a great idea in concept (the ability to spawn a boss for a guild) but there are kinks that we need to sort out for it to be a stellar system.
Never understood why people have problems with Alpha. After the first fight he becomes easy yet fun to do. There are only two things you need to know when fighting him.
1) If you’re close to the edge, run out.
2) If you’re nowhere close to the edge, time your dodge just as the AoE hits (2 seconds) and you’ll evade it flawlessly.
Great writeup and I hope it stops people from moaning and whining for the entire run saying how absolutely impossible this boss is because I know people who can do CoE without ever getting downed.
Robert, did you design this dungeon? If yes, people make future dungeons like this. Teleporter path is easily one of the most fun (lazer room makes all the lulz happen) dungeons to do.
Actually, ArenaNet used to be known as Triforge Games
Well “near future” seems like a rather vague time frame..unless of course support can validate for me?
I’m hoping we’ll get the option to have authentication e-mails forwarded to an e-mail of our choice. Some of us would like to retain our @ncsoft and @plaync logins for various reasons.
P.S: This only became an issue after the most recent patch. Prior to this, I did not need to validate my e-mail address.
Yes, how exactly do us players with old @ncsoft and @plaync accounts go about resolving this issue WITHOUT changing our e-mail address?
The Dungeons are Not Difficult - They are Mechanically Flawed - Here's Why...
Posted by: Lyralei.5920
Interestingly enough, one of the most well-designed (if not the best designed) dungeon is Crucible of Eternity – Experimental Teleporter.
The entire dungeon revolves around strong control. The Subject Alpha fights revolve around evading fatal (one-shot) attacks which are well telegraphed and promote good play. The puzzles (lazer room!) require your team to coordinate themselves to activate all the consoles at the same time.
The Subversion Rifle room is probably one of the most fun where you have to coordinate your group between clearing the brambles and subverting the explosive golems towards the boss. THAT is a shining example of interesting and fun boss mechanics.
Also give the person who designed Tybalt a medal too. I now eat an apple a day in tribute to his royal appleness.
I be willing to bet that a significant population are using this exploit. Every pug i’ve been in knows about it and is using it.
Perma banning 10-20% of ur users within the first month is not a good start.
That being said I do feel bad for using this exploit. They expect us to run this dungeon 70 times to get all our gear. They want us to be farmers. You can make something hard or grindy, but not both.
And people who say , we can do the door buster phase, its easy, no problem at all. YOU GOT TO BACKUP UR CLAIM WITH VIDEOS or something , help us noobs out.
I’ve successfully done it with 1 death. Its very difficult and only doable by a group in full exotics or you will not have the DPS or sustainability to outlast the last 30%.
It is by no means easy but it is definitely doable and with minimal losses (CoF consumables help also.).
Ugh, the friggin’ grub again? I give up.
Lets just say we went from owning Stonemist to losing everything we had in the map up until the point where the only thing standing between us having nothing in EB was a single gate repelled by the remaining defenders.
They were attacking this grub while we still had Stonemist up until the point where we lost Quentin, Durios and Brovost and lost the outer gates of our primary keep.
I have never felt so embarrassed for my world..
Lets be honest Yak’s Bend and Blackgate. You guys were laughing when you saw this right? Right?
Supply and You.
Keeping things balanced.
(edited by Lyralei.5920)
Images don’t work so..
The above picture depicts the supply routes for Pact forces in the Straits of Devastation (Orr-side). As you can see, Rally Waypoint is a crucial camp for the Pact because all supply lines direct to that location. Should the Orrian forces take it down, resources to fortify all forward camps will be cut off, weakening the assault deeper into Orr.
Another crucial point is the Sentry Waypoint which acts as the primary checkpoint for resources flowing into Malchor’s Leap (which will be covered later). Risen forces will be aware of this and will dually try to assault both the camp while supply starving the Pact by cutting their lines (so in essence, you do need to defend and escort the caravan).
Eventually, should you fail to retake Rally Waypoint (or any other crucial supply line or even fail to secure your supply routes), you will lose all other camps in Orr as a result of attrition warfare and would have to retake the entire zone starting from square one and work your way back to the Cursed Shore.
It doesn’t just have to be that though. Remember those Risen Miners? Killing them could cut off the Orichalcum and Mithril supplies to Zhaitan’s armory lowering the attack strength of Risen Forces (damage debuff?).
What about those Risen Farmers? Maybe if you kill them they’ll stop raising their Risen Chicken and the Risen Army won’t have Risen KFC. Now they move slower or have lower health!
(edited by Lyralei.5920)
Preface:
I believe this matter has been highlighted many times by many players but very seldom have proper suggestions been put forth with some thought. A thread was brought up here with regards on how to improve Orr as a whole.
In its current state, the dynamics of the zone are simply one of messy, random Dynamic Events that have very little impact on the overall state of the zone as a whole. I strongly believe that, utilizing some base concepts derived from WvWvW as well as using the overall theme of the zone, we can definitely improve this zone to be something well worth being called end-game.
The purpose of the proposed changes are to turn Orr into a zone where the consequences of players actions (or non-actions) are longer-lasting, visible to the player and encourage the active participation of players in all areas of Orr.
The changes also aim to promote players to contribute to the war effort regardless of how much and to amply reward them for contribution (if applicable).
To begin, we need to understand how Orr functions and what is the storyline behind the zone. The zone was essentially meant to be a constant war zone in which the combined effort of Tyria assaults the home base of Zhaitan and his army — in reality, this is however not the case. Events in the zone often have very little impact and here is where we take some basic concepts of WvW and apply it to Orr.
The most crucial aspect of WvW is the concept of supply. Each and every Keep and Tower has this resource. It is used to repair the keep, maintain it and otherwise fortify the keep. The effect of this is tremendous. A well fortified (and supplied) keep allows for its world to push deeper into enemy territory and gives them ground in which to fall back (A prime example would be the Hylek Camp and Quentin Lake in the Eternal Battlegrounds which is often considered a crucial position).
Likewise, cutting supply to the keep allows for opposing worlds to wage a battle of attrition exhausting the stored supply within said keep (which will eventually fall). Naturally, by losing keeps, you lose footing in the battlegrounds.
Taking this concept and applying it to Orr can be a start. Let us take Fort Trinity as the main base and staging grounds for the assault (which it is). Supply is delivered via Asuran Gate to this point and from thereon is delivered via three paths denoted in this picture: http://imgur.com/mgf5y
This supply route is important. It is critical and it is crucial to the war effort in Orr. Without it, soldiers will starve, morale will drop and combat operations in Orr will be non-existent. Supplies in each camp will dictate how many troops said camp can sustain, how far they can push out and how strong and well equipped these troops are.
In the above example, losing Shelter Gate means Jofast Camp as well as Meddler’s Camp no longer have access to any form of supplies. Troops there can no longer regenerate and equipment can not be repaired.
The repercussions are huge; It is no longer possible for the Pact to assault and take hold of the Temples of Grenth and Melandru nor can they assault the Gates of Arah. Consequentially, players may no longer access Arah as an INDIRECT result of losing Shelter Gate. Furthermore, the loss of footing and momentum for the Pact rallies the undead forces of Zhaitan allowing them to push the Pact further off their home grounds.
This motivates players to see and notice the impact of losing a single camp instead of simply just losing a waypoint. Now players will WANT to take back the camp because it will make their fights easier and it will give them greater access to resources on Orr.
The execution of recapturing the camp can further be enhanced. If losing Shelter Gate via land meant that a huge barricade of risen exists there, a flanking assault from Winterknell would possibly assist the main assault via land — and as with the Pact having supplies, the Risen too should have supplies (in the form of dead bodies to fuel their army) and as such small skirmishes to disrupt the enemy’s supply lines would be an effective and indirect way of contributing to the war effort.
This simply mechanic alone, can change the entire meta of Orr and turn it into what truly is and should be a warzone.
Thanks for reading, I’ll update the post soon as I expand on the core concept.
tl;dr: The strength of your forces on Orr is determined by the supply you have available. Likewise, the strength of the Risen force is determined by their supply.
(edited by Lyralei.5920)
Oh Lord, they’ve learned to fly. Run while you can, Krytans!
Having tested the run more recently, I can confirm that the Magg option is currently at the appropriate difficulty tier. My group and I completed the run with minimal issues and minimal deaths. The Door Buster event is completely doable, even with kiting so long as the smokelords are killed first.
It is worth noting that however, we are fully geared to the teeth (and are very very experienced with CoF) and the smoke lords are still overtuned in terms of damage. I am fine with their current damage, but their attacks either need to be slower and/or telegraphed better.
As usual, the Devourer Room and the Bomb Timer Room are of no issue. Clearing the Magmacyte room requires some form of aggro diversion (via summons possibly) or very fast DPS. We chose to utilize aggro diversion or draw aggro ourselves while maintaining steady damage mitigation as we went across using 1 extinguisher and 4 players to control mobs.
The Door Buster room is simply a matter of controlling the mobs during the first 50%. In this specific order do the mobs need to be taken out: Smokelord → Rangers → Elementalist (Firestorm/Fanatics). Shadowblades are a waste of time and should be crippled. When you hit 85%, the remaining fight will just be a matter of damage mitigation and surviving.
Boss fight is no more different than how I did it pre-patch. Any decent squad will take down the flame in two rotations of acolytes.
That’s all I have to say on the matter. At first, I thought that the changes were quite ridiculous, but after having done it (twice, with no failure), I don’t really see a problem with the changes. I would however propose increasing the reward gain so as to incentivize running the dungeons, moreso if all three options are chosen as currently it really penalizes some of the more unfortunate players.
tl;dr: Appropriate rewards for the difficulty level.
P.S: It is impossible to not die in the Door Buster room. At least ONE person will die, even with an organized group.
Hey folks, I’ve been reading this thread for a bit and figured I’d come weigh in on things. I built this dungeon, and fixed the problem, so I’m going to come at you from the designer perspective on things to try and illuminate why I did what I did, and what exactly I did. It wasn’t made clear, and I apologize for that.
The main thing I am seeing, is that people are upset that I took away their super profitable low risk, fast, token grind. I did not go into this thinking everyone would be happy with my changes – I knew I would be upsetting people because I was taking away a super easy speed-run money printer.
I took it away for a few reasons – chief among them being what I feel is taking advantage of a couple bugs found in the same chain, and our leashing/aggro system. I played with groups who did this, and watched you-tube clips of what was going on. The problems I identified with the speed run aspect of this are as follows:
1. You just need 1 person to get to the magmacyte across the magma field. This will cause an invulnerable Magg to run across the entire field through mobs and progress the dungeon. Then this person teleports back.
2. Instead of fighting the enemies in a timed event at he door buster, you just circle strafe them or leash aggro them to “kill the clock” since it was only a 100 second timer on the event.
3. Final Boss encounter isn’t threatening.
So what did I do?
1. I made it so that Magg has to get to the other side of the Magma field and close to the magmacyte – not just a player. Magg not taking aggro from nearby enemies was a big reason for this issue to be resolved. By giving him aggro, and forcing you to escort him to the ending, I fixed what I considered to be a bug/exploit that I introduced through poor planning.
2. I extended the time from 100 seconds to 200 seconds at the Door Buster event. I intended for you to fight those guys, not circle strafe them and aggro leash chain them. I also added 1 additional mob to the encounter at the very middle (a bow dude) to account for you now having twice the time to defeat the waves that come in.
3. I made the fireballs hurt more. Not greatly more – they’ll do about 3-4k damage to a DPS focused player, but you should have anywhere between 15k-25k HP, so there’s a bit of wiggle room for error.I made this path hard, because it was easy. It’s an explorable dungeon path, and they should be hard. Wearing the flame legion armor set should be a symbol of what you went through to obtain something. It should mean something. Right now it means you did 40 speedruns in 2 days.
I hope this helps a bit, but I understand you’re upset. For all it’s worth I’m sorry, and I hope we can move past this.
Having tested the run more recently, I can confirm that the Magg option is currently at the appropriate difficulty tier. My group and I completed the run with minimal issues and minimal deaths. The Door Buster event is completely doable, even with kiting so long as the smokelords are killed first.
It is worth noting that however, we are fully geared to the teeth (and are very very experienced with CoF) and the smoke lords are still overtuned in terms of damage. I am fine with their current damage, but their attacks either need to be slower and/or telegraphed better.
As usual, the Devourer Room and the Bomb Timer Room are of no issue. Clearing the Magmacyte room requires some form of aggro diversion (via summons possibly) or very fast DPS. We chose to utilize aggro diversion or draw aggro ourselves while maintaining steady damage mitigation as we went across using 1 extinguisher and 4 players to control mobs.
The Door Buster room is simply a matter of controlling the mobs during the first 50%. In this specific order do the mobs need to be taken out: Smokelord -> Rangers -> Elementalist (Firestorm/Fanatics). Shadowblades are a waste of time and should be crippled. When you hit 85%, the remaining fight will just be a matter of damage mitigation and surviving.
Boss fight is no more different than how I did it pre-patch. Any decent squad will take down the flame in two rotations of acolytes.
That’s all I have to say on the matter. At first, I thought that the changes were quite ridiculous, but after having done it (twice, with no failure), I don’t really see a problem with the changes. I would however propose increasing the reward gain so as to incentivize running the dungeons, moreso if all three options are chosen as currently it really penalizes some of the more unfortunate players.
P.S: Does this mean the waves spawn in longer intervals now? NO WONDER it felt easier just killing them..
(edited by Lyralei.5920)
All these people saying how the changes are justified. Please justify spending 2~4 hours of your time in a dungeon only to get 7 silver in return (+loots would total to roughly 15s post-death/repair if applicable*)
I would not object to increased difficulty if the rewards were appropriate for the effort put in. Given the developer post, I certainly hope they do make these two scale accordingly because right now, there is no reason for me to do ANY dungeon bar CoF for my Gift of Baelfire.
I feel that fights should reward some measure of skill at the very least.
For example, Smoke Lords in CoF hit for too much damage given how hard their attacks are to spot. Given the damage output they do, their attacks should be telegraphed better (or be more obvious) such that the skilled player would be able to dodge accordingly.
Right now, it would be a do-or-die thing as their attacks can not be spotted amidst all the explosions and particle effects flying around.
I also really enjoyed rooms such as the Bomb diffusing room in CoF and would like to see some of the more boring sections of dungeons reworked to have unique mechanics like this whereby coordination was an integral part of the dungeon experience and had very much less to do with your profession/gear — pressure plates, cooperative puzzles would be very much welcome over the set-standard tank-and-spank fights we have right now.
Additionally, rather than having the mobs spawn directly in the room where Magg sets up his Kaboomium, it would possibly be wiser to have them approach the door in (slower) waves from the Bomb room (would also make more sense). This would play a double factor to mitigating how near-impossible it is to do right now as well as providing adequate groups the capacity to kill them fast enough (i.e: the time taken for a wave to get to the defence would be the timeframe needed to kill the current wave, much like a tower defence game).
(edited by Lyralei.5920)
Don’t worry. The guys who said it was overpowered will be back. The changes do very little to a competent thief anyway.
31 login attempts from the People's Republic of China!?
in Account & Technical Support
Posted by: Lyralei.5920
While on the subject of passwords.
Creating good memorable passwords is not intuitive. I know it’s a comic, but it’s a good way to do it.
I would think this to be more relevant
Tickets for Review (3 days and older) [merged]
in Account & Technical Support
Posted by: Lyralei.5920
In this instance, ours were converted directly from permanent bans into full access — these had to be done manually. Not much to be done right now but wait.
Glad to hear that. My ticket’s been open since the 30th and I kinda went through the anger → frustration → acceptance ordeal. Right now I’m just slightly disappointed but glad people are getting theirs resolved.
Rule of the thumb when using Dagger is that Dancing Dagger is the best DPS for 2 (and possibly 3) targets. Switch to a Shortbow if facing more and kite them using poison and cluster bomb.