Showing Posts For Null.9743:
Yeah I’m not sure where exactly but I saw either a forum or a news post from a Dev recently that said during testing, they allowed people to immobilise bosses and it made every single Gauntlet fight really easy.
It was removed not out of caution but because they actively saw it ruining the difficulty of fights.
If that’s the case they should remove crit damage and reflection because those mechanics ruin the difficulty of fights. Why do some professions get to fight with the full power of their toolboxes while others don’t?
Just change your traits and weapons. Not every trait set will be able to beat every boss and immobilise in particular was causing all fights to be excessively easy.
It doesn’t make sense to nerf other classes when a lot of them have immobolises anyway because one specific mechanic caused issues with fights designed around mobility.
Actually Spawns orbs and rifts are luck based (not truly random), but not because the reasons one might think, its because not all arenas are the same and the fight doesnt rotate with them/the map.
What is RNG is blind, when the camera decides to spaz out and her attack patterns.
Blind can be disabled by setting post-processing to “off”.
Rural Brit here, the fastest our speed has ever gone is 110 kbps and that was a one off.
Still, the game seems to play fine for the most part. I think the issue with lag stems not from your download speed but from your latency (or ‘ping’). I’m not too sure of the specifics of latency but I know satellite internet used to be infamous for latency issues in online video games where it counts (1-2 second delays on all actions).
Your best bet is to do a check on speedtest.net when you get your new connection as it should also give you a ping value. Anything below 100 is considered fine in America, in Europe you’re usually looking for 60 or less. Despite our relatively low speed we still usually get a stable ping between 40 and 60.
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Does the class in question use long cooldown? If you have to wait for long cooldown, it wont’ matter if you can kill in 5 second.
I know guardian can kill it before it teleport, wonder what other class can do it.
There was one cooldown skill which may have been helping kill him in under 5 seconds but even without it, I think it would be totally possible to kill him before his first teleport. It’s mostly weapon skills and taking advantage of clever trait/utility combos.
It’s an intentionally designed build though, one where when ANet were designing the class they’ve tried to make it a valid burst DPS build. It just so happens it also slaughters Deadeye before he can really do anything if you gear full Zerk with Scholar runes.
Also, even just mentioning that he used scholar runes now makes me worry my post is going to get deleted. This is why you need to classify your stance ANet, else it seems like legitimate aspects of the game are being considered exploitative.
Are we talking about an exploit/bug here?
Nope, it’s not an exploit. I think it’s just oversight from Anet.
An oversight which has led them to delete multiple threads apparently. I’d rather they officially classify their stance on Deadeye rather than just deleting threads and hoping we don’t notice.
That’s the thing Vol, we don’t know.
The build I saw was a totally legitimate build which I had considered using months previously in an unrelated event.
The boss is a totally legitimate boss designed exactly the way ANet wanted to design him.
If it turns out there was an oversight on their part and it’s super easy to kill him using the Traits/Classes they provided, I don’t think that’s an exploit.
Even if you were to use this method of killing him fast to farm him all day long, ANet made no attempt to limit how often you can repeat a boss. They set the boss health, they set the traits, they set the drop rates. This isn’t some programming typo like when they set a karma item price way too low at launch and loads of people exploited it.
There is definitely an excess of people complaining the fight is ‘RNG’. After finally beating it I realised the majority of the raging at her I’d done previously was the result of my own failures, not because of luck.
However I do still think the orbs should have their locations fixed since they decided to make a pattern out of everything else.
Yeah I’m not sure where exactly but I saw either a forum or a news post from a Dev recently that said during testing, they allowed people to immobilise bosses and it made every single Gauntlet fight really easy.
It was removed not out of caution but because they actively saw it ruining the difficulty of fights.
I did it as Mesmer the other night though it wasn’t the easiest thing I’ve ever done.
Basically, you want to make a mantra build and then get the trait that gives heals when you cast a mantra. To damage him, use your greatsword auto attack (Superior Lightning sigil may help) and then be spamming the Damage Mantra as well as your healing mantra when necessary.
You might have to move around the room a bit to make sure you’re not piercing other oozes on GS auto attack but you should be able to out-damage his oozes heals and survive long enough to kill him with practise.
The Orb/Rifts have timing patterns but you’re incorrect to deny there is no randomness or luck to the fight whatsoever.
Whilst the orbs have set spawning locations, which one of them it spawns in seems to be entirely random. Combine this with the AoE field with set positions and sometimes the orbs will kill you, sometimes they’ll actually pull you to safety and save the fight.
Because of the nature of their spawns, it’s entirely possible for an orb to spawn on the other side of the room during Phase 2 when you can’t easily cross and then to activate it’s pull just as the AoE is detonating underneath it.
The orbs not spawning in the same set locations compared to everything else seems an oversight on ANet’s part. It is something that is genuinely down to luck in an otherwise well designed and pattern based fight.
I’m pretty sure it also depends on what gauntlet arena you go to. If you stick to one, the orb pattern tends to be the same
I’d heard the pattern of the pools is exactly the same as long as you remain in the same arena but I’ve not heard this about the orbs.
You could be correct however, I often changed arenas due to queues when I was fighting Liadra so it may have seemed more random to me than it actually is.
The Orb/Rifts have timing patterns but you’re incorrect to deny there is no randomness or luck to the fight whatsoever.
Whilst the orbs have set spawning locations, which one of them it spawns in seems to be entirely random. Combine this with the AoE field with set positions and sometimes the orbs will kill you, sometimes they’ll actually pull you to safety and save the fight.
Because of the nature of their spawns, it’s entirely possible for an orb to spawn on the other side of the room during Phase 2 when you can’t easily cross and then to activate it’s pull just as the AoE is detonating underneath it.
The orbs not spawning in the same set locations compared to everything else seems an oversight on ANet’s part. It is something that is genuinely down to luck in an otherwise well designed and pattern based fight.
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High Stakes Gambler was super easy though with a lot of classes. I did it literally first attempt as Mesmer on Subject 7 and it wasn’t even challenging. Far more challenging was killing him without killing any of his oozes but even that I beat second attempt.
Liadra’s 8 Orb Achievement deserves a title though, for sure.
Really? I was able to beat the Pirate Crew on my first try while it took me ~5-7 to realize what did and didn’t work for Deadeye.
I think that’s more down to trial and error/inconsistency in blocking than anything.
I actually think the Pirate Crew fight should have its difficulty increased a bit and to be moved up to Tier 3.
Deadeye is just a pansy if you’re got any ranged DPS/reflects/blinds. Pirate Crew requires you to prioritise targets, track multiple offensive objects, be considerate of the buffs they give to the rest of the party on defeat.
Zerk Mesmer here, I had so much trouble with the Liadra fight at first.
Then I found this post by another mesmer, SallyStitches:
https://forum-en.gw2archive.eu/forum/livingworld/jubilee/A-Guide-to-Liadra/first#post2577179
This was relatively close to the strategy I was already trying but seeing it all written out neatly was what I really needed. I beat it on my third attempt of the night after having read that post.
I highly recommend you use a the +40% Endurance Rate food which is like “Bowl of Orrian Truffle Stew” or something. That food literally saved my life and secured my victory.
Oh and in phase 2, you seem to be able to run either left or right of the safe spot 90 degrees to find the next safe spot. Just make sure you keep running the same direction, keep illusions on Liadra and you should have all your dodge rolls spare for emergencies/dodging Liadra’s cripple if she comes at you.
And equip a greatsword! You need that ranged damage in phase 2.
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Blinds and reflects all seem to work on Deadeye making him very easy to zerk with a small amount of spatial awareness.
I think it might be best to switch Deadeye with the Pirate Crew from the end of Tier 2. They seemed like more of a T3 fight to me.
Both 7 and Deadeye don’t even seem like they should be in Tier 3. They are both cake walks compared to Liadra, if you’d asked me to guess their ranking I’d have said late tier 2.
Last night, a member of a certain class which I shall not mention here posted a link to their traits with the claim they were able to kill Deadeye in under 5 seconds, before his first teleport.
This thread was almost immediately deleted by mods, posts were removed and the whole thing was sent to the trash can with no Dev response.
The build in question was not anything unique and special, it was what I’d consider one of the two main zerker builds for the class. So my question is, if threads are being deleted is this considered an exploit?
Will people be punished for using the builds and bosses provided by ANet or will Deadeye rewards just be nerfed soon to be in line with Subject 7? Could informing other players of how to easily farm Deadeye be considered spreading exploits and a punishable offence? As it stands I’m reluctant to post a link to any good build in case ANet decides it’s deletion worthy.
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I just went in with full zerk gear, didn’t even stun Chomper at all but just used swiftness and teleports to get to meat before him. If you and Chomper arrive at meat and try to consume it at the same time, the player will win.
3 or 4 meat should give you enough of a damage buff to kill him before he can get any more. I killed him before the fourth meat spawned.
Yeah I’ve only seen a single mention of this new way to get a meta and it was in a news post which came out after everybody had already tried the new content for themselves.
ANet did a really poor job of communicating the change, lots of people are very confused.
Funny, Liadri is not well designed. They designed liadri with only 2 skills (+ the environment is designed so player can hardly see the red circle). The other skills is environment. Put liadri in CoF. Lol she only has leap and whirl. Or if she retains all environment skill, change the ground to uniformly brown color. You will see: the successful encounter increase 50%.
If you want see mob which well designed: champ karka: have spit (immobilize), spawn hatchling, can immobilize you while damaging you, + deadly jumping skill, don’t forget their stability and retaliation.
People keep posting this and I don’t want to cause offence but it’s really dumb.
Liadra has a lot of skills and some of those skills directly relate to the environment. The environment is literally part of the boss fight, it’s not something you can split up and say “Well Liadra would be easy without the environment” because, well duh. That’s like saying “Mesmers would be easy to kill if they didn’t have any illusions”.
Of course they would, but that’s an irrelevant point because Mesmers were designed to have illusions. Liadra was designed to cast a lot of spells which create a very hostile environment on top of her auto-attack and crippling leap. The fact ANet aren’t overly reliant on “Giant boss with massive auto attack + an immobilise skill” is a good thing. We have far too many of those in MMOs already. I mean really, read back what you said.
“Ranged attack, spawns adds, immobolises, leaps” oh that just sounds like every Risen Veteran I’ve ever encountered. Very simple boss mechanics which are not hard to learn, are not hard to beat. So many Vets and Champs use this very standard and boring tactic.
What we need is more unique and challenging fights like Liadra.
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Do you continue holding the orb after you attempt to throw it? The orbs despawn very commonly if you leave it to long so it’s very possible it’s despawning in the moment you try to throw it.
Otherwise it might just be a lag issue. I’ve not seen any other complaints about this though that weren’t to do with the intended despawning.
Mesmer is a Control/Support class. Which means you are squishy and do no real damage. Which means that even the lowliest monster is an absolute pain in the rear to fight alone – not necessarily hard, but i does take FOREVER to get anything done if you’re not in a group.
PS. As for necromancer, like the person above me said, you basically aggro everything you can->stack all your AoEs->everything is dead before you can even finish chanelling. And you’re also unkillable because you have twice the health of the next best class + a ton of heals.
I don’t know what game you were playing. The entire time I was leveling up as mesmer, anyone I played with would remark that my damage seemed very high compared to theirs.
My experience of mesmer as a whole can be summed up by ‘high damage, easy dodging’.
Except for when you use the orb on her and it doesn’t actually work.
Coupled with the extremely likely scenario that when anet tested the fight they didn’t do it with a zerg of 100+ people just below it which drastically kills fps and adds the wonderful culling feature to some of the bombs. Also giving you some fantastic input lag.
Yeah, extremely well designed. QA doing a bang up job.
If the orb isn’t working on her, it’s probably because it expired because you took too long. If you’re taking that long to throw an orb at her, you likely won’t beat the time limit anyway. I believe they can also despawn if a mob walks over another pool of light spawning a new crystal.
And the FPS/zerg thing is again just due to poor arena placement which is little to do with the fight itself.
I know, I was just showing how in that particular example any nerf so significant would be discouraging the skill challenge, instead making it very easy compared to what the devs intended.
The very criticisms you made towards Zerk Warriors could then be given to classes with very high mobility like thief if they could 8 Orb her very fast. Things aren’t so simple to fix.
Light up the Darkness is a bonus achievement designed specifically so that only the very best of the players., those who truly understand the Liadra fight, can beat it. If you’re running a high survival/mobility build rather than DPS then you should have little trouble getting all 8 orbs early in the fight leaving plenty of time to kill her through the vulnerability.
It doesn’t need a nerf. It needs coordination, practise and skill and if you have those things you’ll probably be able to do it.
More lies. 1 hit kills, gimmicky invulnerability, time limits, not good design.
It’s disrespectful to dismiss somebody’s referenced opinion as lies with no explanation as to why.
1 hit kills if you get hit by a predictable AoE or slow moving bombs, both relatively easy to dodge. If you’re getting 1 hit it’s because YOU, the player, made a mistake.
Invulnerability until you hit her three times with an item that fits neatly in to the fight mechanics.
Time limit could maybe be extended a little, fair point.
Also Yujin, if they make a boss that you can kill with multiple different builds and ways, it’s going to be incredibly easy to beat that boss. Their intent was to make a challenge. Liadra required you to balance DPS with survival and mobility like no other fight before it had.
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So what you’re saying Yujin is you want ANet to somehow design a boss that punishes bezerker classes like Warrior so it’s artificially harder for them, just because not every class has a burst DPS option?
Yeah maybe some classes can do it a bit faster. The classes are fairly unique. It’s very difficult to make 12 bosses which all 8 classes can defeat but I think they did a good job.
If you can’t see the red circles on Bloomhunger, maybe you should stop standing in the water. From what I remember it’s intentional that the circles only appear briefly so there’s some short term memory required to dodge. I guess if you’re hard of sight it can be a bit difficult but I’m not sure what can be done about that.
I’ll agree that it’s not good Liadra is easier to beat in the northern arenas than in others but this is again a criticism about the arena design and not about the mechanics of the fight itself.
Again, all valid criticisms but nothing to do with the boss fights themselves.
I am complimenting the mechanics of many of the boss fights, despite persisting issues with camera, frame rate and bugs.
Bad camera angles are nothing to do with the design of the boss itself. It’s a flaw in the design of the arena. The red circles aren’t that hard to see in my opinion. Maybe it could be a bit easier, that’s up to ANet to decide. Again, the zerg below is irrelevant to the design of the boss and to the intent of my post.
And the orb thing is most likely a bug seeing as ANet have addressed it and some ranged weapons can now hit it. Even if it weren’t a bug, I mentioned ‘Getting to melee range’ in my original post for a reason.
I’ve yet to see any real valid criticism for Liadra that isn’t to do with the camera, the zergs below or the cripple (which you should be avoiding/cleansing anyway).
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This is in part because she is the very last boss of the Gauntlet so reaching her means you have defeated all previous challengers.
It’s easiest to show this by breaking down Liadra’s fight mechanics:
Invulnerable Until Condition Satisfied – Encountered in Suriel fight, to a lesser extent Masticus.
Kite mob to pool on floor – Encountered in Suriel fight.
Be aware of 4+ mobs – Encountered in Windcaller, Pirate Crew and Subject 7 fights.
Dodge roaming bombs/mobs – Encountered in Windcaller (tornados) and Subject 7 fights.
Avoid cripple/knockdown in mobility fight – Windercaller, Tyre and Strugar+Chomper fights.
Dodge slow moving aimed projectiles – Salazan fight
Getting 1-shot for standing in the wrong place – Halmi, Suriel, Salazan, Deadeye fights
Reach melee range of an object quickly – Suriel, Masticus, Deadeye and Strugar+Chomper
Liadra is probably intentionally designed as a culmination of all the things the Gauntlet has taught you so far. It’s meant to be hard. She is actually a good representation of a lot of interesting boss designs for the Gauntlet.
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And even if there are patterns in all of the orbs/portals/AoEs, you know what? It doesn’t matter, because between trying to focus on everything between the lag, the frames dropping, and frustration, means I can’t notice any pattern well enough to help me. It is such an awful fight. It really comes down to luck, which means I have no chance.
I don’t get it, in the same paragraph you point out that all of your problems with Liadra stem from the poor location choice but you still criticise the fight for being badly designed. The fight is fine, it’s the cage and the location that need fixing.
Sometimes the light pools spawn away from the clones and shadow AoE of death, sometimes they don’t , meaning I’ll just die if I try going in.
The light pools, clones and shadow AoE all spawn in the same place every time. It differs slightly arena to arena so stay in the same arena and it won’t change.
sometimes I manage to get to Phase 2, and then quickly die anyway because the AoE spam gets faster and the orbs are always next to or in it.
AoE has a very predictable pattern in phase 2. Find the safe spot then just keep running in a circle dodging and killing orbs as necessary. It takes some practise but dodging the AoE in phase 2 will be the easiest part by the time you kill her.
I guess I’m just not good enough. Despite beating all the others up to this point, I’m just not good enough. And it doesn’t seem like I’m getting any better.
Forget it. Anyone who defends this awful crap fight is lying, trolling, a masochist, brain damaged, or just an idiot.
At first, you recognise that the reason you haven’t beaten Liadra is because you personally have failed to kill her. This isn’t meant as an insult, just an observation. You then go on to insult anyone who thinks maybe it’s actually a good fight, just because you personally aren’t good enough.
Maybe those of us who are good enough want challenging content. It took me 40+ attempts but the vast majority of the deaths were my own fault. When I finally learned from my mistakes, I beat it pretty quickly.
If you’re still struggling, read more guides online and try a different build. Or, just accept that maybe this content isn’t for you.
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I’ll be honest, I’ve been thinking of making a post saying look ANet 2 week releases clearly aren’t working for you.
The amount of bugs in the Gauntlet have been insane for something that will be taken away at the end of the month. Seems the Tremor gambit had to be totally removed from the game because it was just activating randomly. Dead-Eye can apparently teleport to different arenas. Subject 7’s oozes persist indefinitely. I’ve seen it put two people in to the same arena and spawn two bosses. Sometimes when the floor opened up it put the next person in too soon and they got stuck as the floor closed.
Definitely needed more testing.
It’s not technically an exploit.
They are using bosses which ANet provided to them, gambits which ANet provided to them and they receiving the rewards ANet felt were appropriate.
The fact people are able to farm it reflects on both their skill and on it possibly being too easy to kill Deadeye. That’s not an exploit though, that’s a mistake on the developers part. Some of the fights definitely feel like they’re in the wrong tier, all of 3 is relatively easy except Liadra.
I’d just like to throw in a contrasting opinion. I’m an all Zerk Mesmer so normally the game isn’t very challenging for me. When mobs aren’t distracted by attacking my clones they’re crippled and dying.
The Queen’s Gauntlet is the first thing to genuinely challenge me as a player in quite a long time. In order to beat all the fights and get some of the harder achievements, I was forced to totally re-work my build in ways I never had before.
It showed me new ways to play my class that I hadn’t considered previously. Sure it made me frustrated dying on Liadra over 40 times but it also made me feel close to ecstatic to beat her. A boss fight hasn’t made me feel that accomplished since the first time I killed Mimiron back in WoW.
Not everything should be easy. Sometimes it’s good to have the odds against you.
Oh, and yeah the camera is awful for tall characters. That’s something ANet should genuinely fix.
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I’m not sure how it got missed in the patch notes, I know I wrote one. Sorry!
Previously, the event failed after X Pact NPC deaths. This meant that if you revived one of the NPCs, you could actually bring the event closer to failure if the NPC died again, so it was better to leave any dead NPCs behind and never revive them. It’s now based on the current total living Pact members, if they’re all dead at once, the event fails, but reviving the NPCs will cause the morale meter to rise. As long as one Pact NPC is alive, the event keeps running.
This is sound logic, but did you test how this actually played after making the change? The NPCs have paper thin tanks and this is a game where support healing is not that strong.
We are not playing with GW1 mechanics. Not that players loved protecting NPCS in that game either. >.>
I’m not sure Jeffrey actually understood which part of the chain we were talking about. This is happening on the last push where you cannot revive pact members, where there is no way to increase morale.
I managed to solo all of the champions without any major difficulty.
You could also either get a friend to help or wait until more people are playing.
No worries, same basic thing happened to me once.
Yeah I’m reluctant to tell other people in my guild anything about the items I trade in. The chances of someone posting genuine tips on a public forum are a billion to one.
It’s been happening to me for about two months. Definitely in PvE and possibly in WvW as well.
It’s sort of a popping/clicking sound and it happens seemingly randomly, only while I’m playing GW2.
Checked to see if your mailbox isn’t full and there’s a mail you should be receiving with the Finisher item in it?
We tried again tonight having beaten it last week and this exact bug struck us again.
On roughly the third pack after the invasion force sets out from Rally Point (we had all three invasions so max morale), Veterans spawn red AoE circles that persist as long as the creature is alive.
The NPCs make zero attempt to move out of the AoE, knocking the veterans back or stunning them doesn’t seem to despawn the AoE. The Pact just stand there and all die at once and everybody gets annoyed and stops trying.
Didn’t happen to me but I watched it happen to a friend of mine and a random stranger.
I think it’s possible they both tried to enter the arena at the exact same time but whatever happened, the result was that it ported them both in and spawned both bosses.
My friend was fighting Liadra and the poor stranger was only just fighting the first boss. Things did not go well for either of them.
Very odd bug.
If Liadra was in a bigger arena without the camera problems and the AoE was a little more visible, there’d be zero problems with the fight.
It’s challenging, it requires you to consciously observe the patterns of her attacks and devise a strategy unique to her.
I might say increase the time limit by 30-45 seconds to be fair for people who aren’t zerking but largely it’s just a matter of practise and coordination.
Beat her as a Mesmer tonight after re-working my build for literally the fifth time and reading posts from people who’ve beat her.
There are two sides to this argument and both are very valid.
From one angle, Liadra being this tough is brilliant because it means beating her actually feels like a real accomplishment, I was ecstatic when she finally went down and that achievement flashed up.
From another, there are genuine problems with the camera especially for the bigger characters and the AoE being hard to see only complicates an already highly challenging boss fight.
I think ANet should be considerate of those whose sight may already be limited and make the AoE more visible as well as fixing the camera bugs. That’s all that needs to change about the fight.
A lot of people were having a problem where they were being knocked down in fights without having activated any gambits.
The total removal of it suggests it was in fact the tremor gambit bugging out.
Hey, I’m one of the guys who opened it up on Piken the other day and for the record, we encountered the exact bug these guys are talking about on our first attempt.
On the run from Rally Point to the Temple, some veterans had a red circle AoE attack which seems to persist for as long as the creature is alive. All mobs except the veterans were dead. The Pact NPCs then just stood in the AoE until they died (5 seconds or more) and the whole event failed pushing us back.
I’m not sure if it was just luck that it didn’t happen the second time but it definitely seemed buggy the first run.
OPEN – [EU] PIKEN SQUARE
Come get your shards guys.