Showing Posts For Merendin.6934:

Dungeon rewards reduced for the first run of the day.

in Bugs: Game, Forum, Website

Posted by: Merendin.6934

Merendin.6934

I can confirm this… Few days ago (and about 10 levels ago) I did CM story one time and got about 20s and 100k xp.. Now today I did CM explorable 2 different paths in a row… Result was horrible as both runs resulted in end reward of 11k xp and 2s….. And I’m level 72, needless to say, that 2 silvers didn’t cover my repair fees and I ended up paying 1g just to complete dungeon. Motivating? No. Broken? Hell yes

Balance Explorable paths

in Suggestions

Posted by: Merendin.6934

Merendin.6934

First of all, I want to say that my idea is not to nerf all explorables to point where they can be farmed by standing in same place and hitting same button all over again but rather to make all explorable paths viable choises for most of players. Whether it means nerfing or buffing content to achieve this result.

Currently different explorable paths are really not even closely balanced in terms of difficulty or length. This comes very well in picture when doing AC or CM Explorables where people don’t actually think which path would sound coolest or which path would be best story (most intresting) but instead have to go with one that is easiest (or in some cases… Not impossible)
There seem to be some confusion between which way ANet wanted explorables to be. They’ve mentioned that they should be hard, yet there is CoF which is clearly not as hard as others (which might be good thing to some point). Most of paths right now just seem to be either too hard or too easy, you can say if you know one path that is “just correct” difficulty.

Another problem to address is problem with group layout. ANet wanted dungeons to not restrict any person from joining group because “we already have X” yet still this comes in picture in some story modes (just imagine AC Lovers without any real knockbacks (guardian)) but even more in some explorable paths. Idea of all classes being able to do everything is awesome but in reality doesn’t work (just think of thief – No real AoE (well… Maybe SB but that’s it), no real support) and this causes groups who want to do some paths (Lovers burrow spawn for example) to need to count out persons who want to participate. Ultimately this leads to problem that some classes just can’t get in ANY groups doing one path just because it’s basically impossible to complete that path with one class in group

So… Suggestions

1. Nerf (little) some of most difficult paths and buff easiest paths to make them in par with eachother so all appear as viable choise

2a. Make additional ways of completing some encounters for groups that lack AoE for example
OR
2b. Make all classes equal in terms of working as different roles to make all viable picks for all path

Sorry about wall of text. Just had to write this… All comments are welcome.

A Light in the Darkness - Quest Breaking Bug!

in Bugs: Game, Forum, Website

Posted by: Merendin.6934

Merendin.6934

There might be a fix for this bug. I encountered it for first time. It seems that if you take shortcut and go directly towards next point Trahearna will miss one replique causing quest to bug. Fix this by following road.