Showing Posts For Miko.3762:
Same happened to me and – at the same time – about 3-6 others in the zerg since the last patch and till now once or twice every evening.
It happened only in WvW, when coming out of water or going into water and with large groups either inside oder outside the water.
Take a look at “Reaper’s Protection”. This trait in the Death magic line gives you a 2 sec AoE fear when CC’d. The thief would then be feared away from you, giving you enough time to react.
Also take a look at Spectral Walk, as it is a great WvW skill, giving you not only a stunbreaker, but also a swiftness buff. Swiftness is 33%, 8% more than our locust signet, increasing the chance to get away or catching a fleeing enemy.
This is a good idea – would be a very nice change.
When looking at necro combo fields, another combo finisher on any weapon other than staff would be nice – but this would be much more difficult to balance.
Immobilize is a condition – stun is a control effect.
“Break stun” means, the effects “knock down” and “stun” as well as some other croud control abilities are removed and you can walk away – if no other immobilizing effect is on you.
Instead of introducing dimishing rewards for dungeon completion I suggest increasing the difficulty of dungeon bosses with every dungeon run per day.
As is:
A group runs a specific dungeon in 30 minutes, rewarded by 30 tokens for he first run, 20 for each subsequent. They need to run it just more often and get the same reward. This is boring to players and the only effect of the reward nerf was to get players more bored of running a dungeon and finaly wait till next day, because they were to bored to run once again. After the 5th run everyone gets tired, after the 10th run, there are wipes, because some people are asleep.
Increasing difficulty system:
A group runs a specific dungeon in 30 minutes, rewarded by 30 tokens for he first run, and also 30 for each subsequent. The mobs and bosses in the instance increase in difficulty (damage done and health) with each run by 10%. The second run is just a bit harder, but can be done without much problems. The 5th run ist pretty hard, the bosses have 50% more HP and hit for 50% more damage. The group is still on the edge of excitement, because every small fail would cause a wipe. The 10th run would be nearly impossible, because the bosses one-hit everyone and because of 100% more HP the fights take twice as long.
With this system, multiple runs are rewarded with tokens like the first one, but through the increase in difficulty, they are also rewarded in a better group cohesiveness and better teamplay. Through the continued increase, an infinite farming of just one dungeon would practically be impossible.
On the technical side, servers would need to keep track of the indiviual dungeon runs per person, for example through a hidden buff/debuff for each dungeon, increasing the difficulty for 2% per person and run.
Example:
Group in Twilight Arbor:
Player1: 3 runs: 3 stacks -> 6%
Player 2: 2 runs: 2 stacks -> 4%
Player 3: first run: 0 stacks -> 0%
Player 4: 5 runs: 5 stacks -> 10%
Player 5: 1 run: 1 stack -> 2%
=> result: Dungeon increases in difficulty by (6+4+10+2)% = 22%
Reset of each buff could be done after 24 hours (like the normal effect mechanic) or at a defined time (f.i. 3 am).
What are your thoughts on this?
I’m aware of the current updates, limiting gold, experience and tokens for repeated visits of one instance, but it should not be reduced when visiting the instance for the first time a day – and even if so, it should be the same for all group members of the same level.
In other threads, 2.37 silver seemed to be the minimum an instance run would reward after multiple speed runs. I ran two dungeons today – both times the same one and got the same low reward both times.
I have just run my first instance today (Twilight Arbor, explorable mode) and got 2 Silver 37 Copper and 12,320 XP as reward. My wife (same level) got about 22 Silver and 126,000 XP.
The rest of the group got something between these two values.
We repeated this instance and got exactly the same rewards. I asume it’s a bug and random rewards are not intended.
Screenshot 1: first run (you can see it really is the first run as I got 15 Deadly Blooms)
Screenshot 2: second run