80 Elementalist/Guardian/Mesmer/War
[SAO][Rx][Noob]
Thanks Regina.
I also want to say that it’s better (in my very biased opinion) for our Feedback to not be in a CDI. None of us wants a repeat of the Fractal CDI, where people who knew 0 about fractals submitted feedback about… like, crafting in a fractal, to make content they’ve never played better. We don’t need that.
Our suggestion threads, assuming they yet to the proper hands, do not have this issue ^^
IMO, this is happening regardless of where the posts are being created. I know you and a few others have been consolidating info to a better/cleaner thread for dev’s to see, and kudos to you guys for doing that. But other than that, even in the dungeon group discussions threads, we have discrepancies, and it’s hard to tell whether there are trolls or not…
Well, these suggestions threads needs more exposure if they can some how end up as a CDI topic. We should consider both the casual and the hardcore dungeon groups if we are to make any sort of progress.
I want to add something else.
Please don’t “fix” the plethora of jumping puzzles by adding more invisible walls. That is not the answer! The amount of ways that I know to travel around Arah make it pretty obvious that it wouldn’t do anything other than force others to use another method.
Forget the invisible walls. They aren’t actually fixing the problem, which is that bosses are skippable.
If you want to prevent people from skipping Lupicus, then make his death/the pantheon waypoint required in order to proceed to the next segment of the path. The same goes with everything else— everything in paths 3 and 4 before the light orbs are skippable so my suggestion to fix this is to have the lights only activate/trigger at the same time the door is opened (the door after mage crusher dies in P3 and after Farnaz (Lyssa) in P4).
These two solutions would prevent literally every boss from being skipped in Arah!
^ I’ve been promoting this for quiet some times, but I suppose more will hear it coming from you. But I absolutely agree that the invisible walls should not be placed. In fact they should leave these “jumps” alone for those who loves jumping puzzles.
Are dungeon discussions ever going to make it into a CDI threads? I just looked through CDI and the main feedback threads. But didn’t see any mention of dungeons. Is there a reason why all suggestions and discussions are only occurring within this sub-forum?
This is a horrible use of time and effort on Anet’s part. Scrap the dungeon police idea, and instead allocate those resources to programmers so that these issues can simply be addressed in a more permanent way.
In other words: Fire the Game Security team and hire new programmers to fix all the bugs.
Whatever suits you, then. Give people an inch and they cry for a yard.
They should not of laid of people from the Dungeon Team from the beginning. Give them more time to refine dungeon mechanics early on and perhaps we wouldn’t be seeing this 2 years since release.
I think it’s an awesome that at the very least, Chris included us on some perspectives that we weren’t previously included on. However, this does not mean the community is going to stop asking questions, and let the whole ordeal go. Anet, you are obvious short on staff from the dungeon perspective, you have no one really working on anything to improve QoL of the existing dungeons (prove me wrong here, please). So why not start listening to your player feedbacks. Obviously you guys weren’t that clever to test all the jump tricks and path skips like some of these guys here did, so get a fix list started and tell us what you are doing/going to do about these issues!
One of the coolest features of AC has lots it’s touch. I’m talking about the bonus troll event. I remember the first time encountering the troll, it was quiet a frightening experience. Mainly because we had no idea where the Troll was going to spawn.
Why not force the troll to spawn in every path, but just differ it’s spawn location. You are going to have to learn to deal with the unknown variable.
Also in Path1, Hodgin aggroes too easily to the ooze if you spawn them prior to finding the pieces of the scepter. We could play around with the idea of changing this event so it’s both a run-and-find, as well as defending the Hodgins event? Making sure Hodgins don’t aggro extra mobs, and have him on a short leash to the defending players. Hodgins can’t be interrupted while he’s piecing the scepter. This gives a great chance to prep players up for the future dungeons.
Exploring != Exploiting. I mentioned this in the Arah bug post. No more invisible walls, that kills a lot of the really cool things about Arah. Just make the bosses required for rewards so there’s no incentive to skip and sell.
Remove the carrot, don’t lengthen the stick.
Or something.
That’s what I’m saying. So how about we get some official responses here, right?
I’m sorry but I realize I’m steering the thread off topic, but I do hope this gets addressed one way or another.
I logged in to say the same. I still don’t understand that in the open world, the design of many areas promotes exploration using the given terrain. Sometimes I go into Arah to jump around just to get a nice view, take some pictures. The p4 skip to orb/lupi every mentions does not take you directly “outside” the level, but rather through the level itself.
Again, in another post, I asked why is it that the dev’s just don’t patch this using a verification method. Did we kill priestess of lyssa? if so, let us unlock the orb event, and consequently unlocking lupi if we finish the orb event. Why is this not possible? I don’t understand why this is on the level designers to go in and spot patch. Can we have answer from a technical stand point?
So correct me if I am wrong, since I’ve some experience with level editing, asset imports and dealing with collisions and all sorts. I’m pretty sure that, Anet’s solution at the moment is to do general patches on skippable areas with invisible walls. As one area gets exposed to the world by all of you great talents. They just go in and lazily put up some invisible wall, and problem is solved.
The long term solution is to chain the boss kill events so they have to be unlocked sequentially. This might be an extra set of work to do across the board for all paths of all dungeons, but it will stop skipping once in for all.
What do you guys think?
On a side note. I just saw Ivan’s separate thread about improvements that can be made to Arah. Would it be a good idea to have separate thread for each of the dungeons and one big one for FOTM? anyone?
Aside from technical issues being posted here, Let’s talk about boss enoucnter and dungeon design specifics. One of the main issues we have and how it is currently being addressed is that, more difficulty =/= more health/higher numbers. We want more complex fights, we want encounters to take multiple stages, and over all, we want dungeons to be a fun / cooperative 5 player experience rather than just a series of corner stacking fights.
Currently, the main issue we have that I could think of with the following dungeons have many common themes, and those are:
1) Apprach an Encounter
2) Look for LOS and stacking spot
3) Fight said mob against LOS/Stacking spot
4) Loot whites/blues/greens
5) Rinse and repeat til the end.
This applies to:
1). AC Trash Encounters, Kholar, Troll, etc Endboss
2). CM Trash Encounters and most of the bosses
3). TA Trash encounters and the following bosses:
a) MALRONA, Fyonna, Tree, Leurent guards, Leurent, The Deflier, etc
This list goes on, as you can see the problems is very obvious. This is worst in FOTM because all of a sudden, instead of spending a minute two 2 minutes at a wall or each encounter, each pull to kill time is doubled at a higher level. Does that mean the fight is more difficult? no, not really, it just means we’re going to get bored much quicker.
Now let’s look at a good example of what you guys have done. Season1, Molten Duo fight is perhaps one of the best encounters you’ve added since Lupi. (I will use Lupi encounter as a bar for now). Molten is a fight that has the complexity level of a lupi encouter at a lower level fotm. At a higher level fotm, since you guys only fine tuned the health of both bosses, the fight was only difficult for parties that do not know their max dps rotations (or parties that did not bring enough dps). Again, this is Anet’s frame of mind, how do we make things more fun and challenging?!?!!? Let’s give them more health so the players will have to fight them twice as hard. Is that the correct answer? Well, luckily for MD encounter, it worked out. Because the sheer fact that you get a very small window for dps, and if you miss it. Then hell, it’s going to be a tough fight regardless. This is what makes MD the example of a good fight.
TL-DR: Greather the complexity of the enoucter, the more fun we will have.
Ideas/Suggestions:
1) Redesign some current boss encounters to have multiple stages per fight (Look at lupi/ MD for example).
2) Higher level FOTM should include bosses that has more abilities on top of more health.
3) Pacing between fights to fights can be solved with more Jumping puzzle or coordination related puzzles, vary them! ie. sub 20 Asuran FOTM can have jumping pads that sticks. 20+ Asuran FOTM can have jumping pads that flahses and goes away every now and then. (This feature is implemented in game but in a different part).
4)TA AEtherpath, Ooze clearing poison on the ground, with Slick and Sparki is a cool fight! Why is the ooze mechanic not re-used in fotm? And I don’t mean the thaumanova reactor level , because in general I think you guys did this one great!
If I could remember and find it, I think someone on reddit did a drawing of re-designed world boss encounters long while back. I thought that was very creative and some of those redesigned fights seemed very challenging and fun to play. It’s awesome, because Anet, you guys did listen and gave us some really awesome new world boss fights. Now it’s time to look at dungeon bosses and do the same.
“Twilight Arbor rework was a pretty serious amount of work” , really? All previously designed assets, the engine they are using, which supports fly through camera shots, voice overs, animations. I don’t even remember if there are custom made animation between characters (each other) and the environments in Aetherpath. But even so, that should not justify the amount of work to be “serious”. Considering that every living story release has had more than one cutscene worked on per release. Okay, so you say, they spent time balancing, and fixing mechanics? No, there’s no new mechanics in Aetherpath. Most of the tricks we’ve seen and exist in the parts of the world and is just put together differently.
You can argue that LS is the “thing” now a days and people wants to play LS. But what else is there to do other than LS in this game? right, there’s nothing. The players got no choice at this point to either play LS, or farm farm farm.
I do agree with one of the earlier thread post. We as a community, need to do something about the lack of dungeon features.
Thanks for the inputs. I wasn’t think about doing this with a pug group that’s for sure. =)
Yea, Trust me, I’ve watched this a million times, and perhaps I just haven’t figured out exactly what they are doing yet. Tried replicating at that spot, but could not bring enough dps to outlast the stability.
To the Arah experts! I would like to know, is it possible or not to Melee High Priest of Melandru? Is there a specific spot that you can stand within the rotating green dots, so the team can effectively provide melee dps? Can anyone provide some hints on this topics matter?
Just saw this post on Reddit, I’d love to participate.
Mentor name : Chix Vi [SAO]
Servers: NA (Sea of Sorrows)
Specialty : Guardian, also experienced with (Mesmer, Elementalist, Warriors)
Specialty Paths: Specifically(Arah and FOTM)
Active dungeons : I’m comfortable with all paths
Availability : NA PST 6pm – 11pm. (available throughout the weekend)
Message :
I’d like to thank all the pros for sharing videos on dungeon runs (normal and speed ones). I’d be honored to be listed as a mentor to help players achieve a solid understanding of dungeons. Previous to this, myself and couple of friends started the Arah Tour Group a while back on reddit and it was a success. I look forward to be a part of this.
-Chix Vi [SAO]
To Dub, and Brazil. I absolutely do not agree with path/seat sellers. Correct me if I am wrong, but isn’t it easier, at this point, to publically make it known of this exploit? If any pug and their monkey can pull it off (as it seems that there are various methods and all easy to do). The only way to solve this issue, is to make sure everyone is educated on the paths, and their respective glitches. Let people make their own decisions, whether to skip GL or not. From that point on, Anet can handle the rest?
She is definitely not bugged. If you have questions in regards how to beat him. As Brazil have demonstrated, there are plenty of videos out there. If you want an in game demonstration, I’d be more than welcome to have you on one of my p4 runs.
Just going to point this out, She CAN BE bugged. I do not know how or why, but a few times when my group has straight up dps her in the corner, she will not dissappear after the initial. half way point. Anyone else has experienced this?
Hey Guys!
Not sure if ya’ll has read my post on the main section for DE. But on Sea of Sorrows server, our guild [SAO] will be doing weekly clearing for the server. Saturday night PST 7:30 and on, until we clear it. I hope this is helpful information for anyone on SoS or is willing to come to SoS.
-Chix
Congrats to all of the players can came into help with temple. Here are some victory photos of SAO with the field commander Disturbingdespair!
Come and join in on the fun. Sword Art Online Kings[SAO] will be taking Temple of Balthazar on Sea of Sorrows server this Saturday! Starting at 7:30 PM. Our guild, along with rest of the server, will be consistently trying to clear the temple for our server. We will be doing this on a weekly basis. Join in on the fun! See you guys out there!
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