Suggestion for Dungeon Gear: And this involves removing tokens altogether.
Posted by: Materia User.4851
(edited by Materia User.4851)
Posted by: Materia User.4851
@ Materia
…So for game to be PVP oriented all updates and everything else has to be ONLY about pvp?
Is that what I said?
…Well believe what you want, I should have known better than to have fed the obvious troll.
I’m level 80 and having tons of fun doing other things than pvp and dungeons.
Edit: Well I guess I can’t help but humor you a little. Don’t you think that if the game is pvp oriented like you claim that they would work on pvp fixes? For example WvW is horrid right now with the wait times, and several things aren’t functioning properly, yet they are fixing pve content for the most part.
(edited by Materia User.4851)
If gravelings are pouncing you in ac em chances are you’re playing badly
I’ve done AC approximately 60 times. Quite frequently I don’t even get downed. This isn’t about “learning how to play” or being “too hard”. This is about being random.
Currently some “elite” scavengers will even stun players standing behind them. In other words, you can’t trust the visual cues (he’s not even facing you, but somehow he stuns you and bites you? maybe it’s an elite fart?), using a stunbreaker is often useless because the mob does exactly the same thing again within less than a second (depending on the mood of the RNG), and some of them are immune or highly resistant to CC so no one can push them away even if they realize that you’re being stunned / hit (which isn’t necessarily obvious because frequently there’s no one standing in front of the scavenger, but someone is still getting stunlocked and taking damage).
It’s not just AC, BTW. The same thing happens with bombers / rangers in CM (even in story mode), and with other creatures in other dungeons. It’s a generalized problem with the way mobs use stuns and pushbacks.
I really don’t think this is intended; like I said, if it is, then whoever designed this needs to find a different line of work. This is like making an encounter harder by giving the boss an ability that simply “randomly kills a player”. Maybe that would appeal to gamblers, I prefer to know that I died because I didn’t react properly.
I suspect it’s a bug (or a collection of bugs), namely:
- No stun immunity / diminishing returns during a stun (to make sure players don’t get chain-stunned).
- No CD on some creatures’ abilities.
- Animation or hitbox bug, causing some creatures’ bite / stun / frontal cone attack to hit people standing behind or to the side of said creature.
The occasional stun (even if followed by a big hit with a high probability of killing you) is fine, and adds to the challenge (ex., Kholer’s harpoons are fine – very hard on newbies but “fair”). Being at the mercy of the random number generator and losing control of your character for 10 seconds at a time is not.
what I’m saying is that with something like a stunbreaker or aegis, you should then have time to run away or dodge the next series of attacks. I don’t know of any “single” enemy that can stunlock you – that means it happens with multiple enemies. I’ve been stunlocked once and while it felt like I was helpless I figured out a way to counter it. In my case it was a matter of killing one enemy at a time. A single enemy was not a big deal.
I’m not saying the above strategy works for every stunlock situation – I’m trying to show that you have options. Looking back it the encounter now, I can easily see how my aegis (I was playing guardian) would have allowed me to block the first stun, then I could quickly dodge out of the way of the others. I could have also brought in stand your ground and then killed the enemy while under it’s effects. I could have used summon mistfire wolf so that they stunlock and kill it…. while I do the real work. Instead I found my own way, which worked. I could only see this being a problem if a single enemy was capable of keeping you completely shut down. Once you stop the first stun, you now have more time to react and try something else.
Of course having a party member is the best solution.
maybe I’m blind but I don’t see the quote button anymore.
@Lokai
Just because something is possible doesn’t mean it can be playable. It’s like running around with no weapons and armor and saying well I have the option to play this way – why can’t I kill the hardest boss in the game?
When a player has lots of options, invariably something is going to be a little better than other options or downright awful – like wearing no weapons and armor.
I play dagger/dagger Ele all the time btw…
Maybe if your alone all the time the self root is a big deal, but for the rest of us you just buff up all your allies with your virtues with renewed focus. The larger the event, the more effective this is.
I don’t like any of the tome elites personally which only leaves racial elites. Racials were always supposed to be sub-par compared to your actual skills.
It’s all about the aegis:
http://gw2.luna-atra.fr/skills_tool/?lang=en&code=3ac9g09c9l9g9h9f70ka0ua6g7e7ni3idipj3
You forgot to compare:
Warrior
to
Guardian
If the Guardian had endure pain, perhaps this conversation could go somewhere.
They don’t.
Warriors don’t have Virtues either.
I mean we could go on forever on the differences here –
that is why you shouldn’t have made this comparison in the first place.
So what if a warrior gets a utility with a similar mechanic?
If your trying to imply that makes them better, then play a warrior. If your not, then why are you comparing a warrior skill to a guardian one?
Yeah, the dungeons in Guild Wars 2 aren’t for the faint of heart. CM Story was the exception, but I believe they certainly fixed that.
They require a good amount of ability from each and every member to complete. For those who are frustrated with dungeons as they currently are, you can wait until Guild Wars 2 irons out the wrinkles. Dungeons, currently, are extremely unbalanced in the way of some areas and bosses are extremely easy and other areas are the extreme opposite. It makes them feel broken. I don’t know if they plan on doing anything, but they should. Challenging dungeons are great, but it feels like the difficulty slider is on a dart board.
Or people can wait until guilds do enough dungeons to waltz through them. As time progresses, people learn to cakewalk through these things.
See that’s the thing: I already feel some of these dungeons are cake. AC story or explorable? Cake for me. I’ve only done it twice, the first time with a miserable failure and the second with some initial difficulties but then a quick win. I don’t feel like twice is a huge number to expect out of people. To think of it getting easier makes me shudder at how quick people are to pass very bad judgement.
CM explorable I have the same attitude. Was tough the first two times I did it – I’m sure I could blaze through it now.
I already have a mount. I ride my giant purple circle from one end of the map to the other in an instant.
Sometimes I may prefer to walk. If I want to go faster I yell “Retreat!” and run faster.
Now explain the need for a horse.
There are so many options here guys:
Shouts can be used whether your stunlocked or not.
any block skill, aegis, or similar would stop the first attack and it should be easy to avoid the series of attacks afterwords since now you have more time to react to it: -dodging, going invisible, becoming invulnerable, Snaring or general CC skills, Killing things fast enough so that it’s not a problem, etc..
erm… I for one love the dungeons. So much so in fact, that I run a weekly dungeon event in my guild, and am wishing I could do it more often. In the meantime I tend to log off because I get bored when out of the dungeons.
I’m not quite sure what’s bothering everyone, but my guess is your just not paying attention. Last Friday for example (my weekly dungeon is every Friday) we did CoF and only had problems with I think it was the second boss. He swapped weapons and would use a Greatsword spin attack that would kill anyone in his path. Once we learned how to avoid it (after a quite a few deaths I admit) it was easy – and fun.
Later in that dungeon, we were fighting on the bridges when our whole group wiped at the same time. – Lesson learned… don’t fight on the bridge or be very careful if you do, because the fireballs can knock you to your death…
The only real disappointing thing was the final boss, was easy – really easy. Cool though.
Posted by: Materia User.4851
no No NO.
I have much more fun doing dungeons than crafting. Just because the same doesn’t apply to you, doesn’t mean your way is/should be the only way.
Funny the poster above thinks it’s a pvp oriented game. You should look at the update notes – they tell you exactly what they are working on – and it isn’t pvp.
He’s talking about merchanting, which technically has no limit to the amount you can make.
Lucky sales, your willingness to trick people, etc.
Odd, I joined my friend as an 80 sylvari during his human personal story. I wouldn’t recommend doing it really – you will get no challenge when your 80 friend demolishes everything. Even scaled down – he is still massively stronger.
I’d like people to be mature. As long as you are mature, I don’t really care about the age – but maturity is hard to find.
I’m currently running a weekly dungeon in my current guild, but it’s not quite enough for me. =P
I will make sure to represent your guild when running with them of course.
As for whether I pvp or pve more, for now I can say that I pve more. I plan to run dungeons until I get all my dungeon tokens for the armors I want for all 8 classes – that will probably take a while.
Afterwords I will probably focus on WvW. That is not to say I wouldn’t WvW if the opportunity comes up (as I am interested in it) but dungeons for the moment come first for me.
I have TS and a mic.
Lessen the attack power of the risen megaladon champion by fort trinity. I know of nothing that can withstand a single attack from it, and as a result no one is attempting it. It’s rather sad to see an event never being done, and so close to the fort as well. You can only dodge so much, so saying to simply dodge out of the way, only works twice, then your out of luck.
More dynamic events with multiple objectives and less with a single powerful enemy.
The reason for this is because I notice that in big dynamic events with a single boss, it feels as if my contribution is meaningless. The events though that need you to defend multiple objects or areas though make the groups use their heads a little and spread the forces out. It also means that I as an individual can attempt to stop or delay a weak spot that I see during the event.
This one is a rather big one imo: Make it so that reviving people during an event contributes to the progress of it.
A lot of people ignore dead people for 2 reasons: The first one is the amount of time it takes sometimes means the event is over before you fully revive them, and the second reason is because you aren’t contributing to the event and probably will get bronze or worse if you spend time reviving people. Eventually people will ignore dead folks entirely, and it will be less of a team/group type of game – I know that isn’t what you want.
The last thing I would ask is that you fix the WvW queues… I know that the official stance is to wait it out until the initial surge of popularity for the game dies out and things sort of even out – but how long will this wait be if for example things don’t settle down? I’m sure things will settle somewhat but I feel that perhaps your underestimating how large the audience may be. If it’s 500 now and there are 2500 people trying to get in and then 1000 lose interest – it still would be too full. There are also folks like me, just waiting for the day it finally does work – that’s another initial spike to be wary of.
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