Showing Posts For Periwinkle.4826:

Gates of Madness - Cursed Shore - Shelters Gate - DEVs please take notice.

in Dynamic Events

Posted by: Periwinkle.4826

Periwinkle.4826

I wanted to bring this to someones attention, as the list was far too long to use the in-game tool to report each and every one of them. And frankly I’m more concerned of being banned myself for frequent spam via reporting names. All of the people listed below were botting for Karma in Orr. I’ve even posted a video of just how ridiculous it is. They can all be found on Gates of Madness, outside Shelters Gate running their pre-scripted paths to maximize loot efficiency.

It is my hope that this list is forwarded to someone who can take action against these players, who are clearly abusing the game. I don’t expect much discussion over the topic, just posing to bring awareness.

Promathiax [Dota]
Jokkke
Chowmein Noodles [TwiA]
Khouro [SE]
Markp
Garen Wang
Konceal [KOPI]
Lyraniath [FRAG]
Weimx
Red Brilliant [TWA]
Prophet Of Fear [BMK]
Atugd
Morgannaz
Prgis
Bad Angel

Twighlight arbor update today

in Fractals, Dungeons & Raids

Posted by: Periwinkle.4826

Periwinkle.4826

Overall I approve of the changes. The Twilight Trees needed some adjusting (and still need to be refined IMO).

*Forward/Forward: *
adding very long grasps during the forward->forward path end boss fight ?! Ok it may have been a little too easy to keep running around the boss and dodging his minions, but now the difficulty is much higher. Too high.

What were you and your party doing exactly? Its basically the same strategy as before. The Oakhearts are not intended to be killed, they are clones. They are to be managed. It’s up to the party to pay attention to each other if someone is having issues being bound by the roots. When you attack/destroy your own binds it will free you.. if you are wasting condition removals on them then you are doing something wrong. The roots are ment to be destroyed, not dispelled by a condition removal. Death during this fight really should not be an issue. Try what I suggested.

Up Path:
Fyonna is still bugged. (or is it a viable option, I’m not sure, care to comment ANET?) Groups are pulling her outside her room (into he hall just before it) simply to avoid her sac’s from bursting. Totally skipping a portion of the fight entirely. If this is indeed an “OK” method of fighting her, then why even design the Sacs to begin with, if they can be avoided entirely.

Twilight Tree:
The Morter’s still don’t pose any threat. Every once and a wile one will launch itself towards the group if they stand 1200 away from the boss near the entrance. That’s a simple dodge to avoid. And the root turrets are an easy telegraph to dodge, once and a wile he will single target this skill and it will 1 shot someone with no warning (kinda cheap not to have a telegraph) Still too easy IMO.

Forward/Up:

Twilight Tree:
They nailed this one right on the head. From the poison leaf bombs he casts (pay attention to his animation, right before he launches them you notice his head shake back and forth, this is his “tell” informing you that he’s about the bombard he area with a 1 shot move. You’ll need o save your stamina to dodge. Clear a nice little nook of spiders (slivers and none) for you and your party to fight before starting on the tree and you wont have much trouble. Just keep your eyes on his animations. We noticed that silvers didn’t re-spawn (could be a glitch) but the most we had to clear were lesser spiders that he himself would spawn on us. I love this fight now. Easily my Fav.

Constructive criticism in regards to Twilight Arbor

in Fractals, Dungeons & Raids

Posted by: Periwinkle.4826

Periwinkle.4826

The Up Path:
- You ascend up a small corridor, fighting two elite silver spiders, before reaching the first boss room of Malrona. Your approach to the other side of the room triggers trap spawns of a couple silvers and few dozen lesser minion spiders. Upon your final approach of the room 5 Undergroth Webbers spawn (silver) which prove to be more challenging then Malrona herself. Fighting the boss seems a bit anticlimactic when compared to what you’ve just defeated. She is too easily melted by anyone with enough sense to kite her, wile avoiding her telegraphed poison spray and poison gas.
Continuing up the path you will discover more trap spiders that descend upon you wile you navigate the poison blossoms (assuming your group decides to actually fight their way to the next boss; most opt to just runspeed/stealth/train past them, which I am not in favor of personally. Its literally possible to train the entire way from Malrona’s room, right to Fyonna’s chamber. Why is this possible?) The large spawns of spiders at the very end of the path right before Fyonna’s room are easily leashable just by approaching the entrance to her chamber.
- Fyonna – It’s possible, with the current fight mechanics, to pull her outside of her spawning chamber, thus avoiding all of her eggs/adds (only having to deal with the minor 3 adds that combust to poison the group), skipping her egg sac’s entirely. If you choose to fight her this way, you only have to be cautious of bursting the egg sacs when your gracefully crossing the room after just defeating her OUTSIDE of it, skipping a portion of the fight entirely.
- Continuing up the path towards the final boss is basically mindless. As you can just use runspeed/stealth to avoid all of it. Just before the Twilight Tree, you encounter a champion warden and a lesser silver mob, which I don’t have anything to comment on really.
- Twilight Tree Up Path – Fighting at the entrance with a weapon of 1.2k range places you just outside the turret’s range, and prevents the boss from being reset. Party’s typically AFK auto attack it to death. I can’t hardly expect that this is what was intended. This is essentially the same in FU path, as the root spikes have no effect from that distance, as well as allowing you to place your party safely out of range of any spider adds that you might otherwise have to deal with if you say.. entered the room.

FF Path:
- Twilight Tree (Mesmer) – Its possible to glitch this boss, simply by engaging the Tree, then running to a safe distance wile is summons its maximum amount of clones and fighting off the NPC until she is killed. Then the party usually sets group stealth/runspeed weapons/skills and simply runs to the opposite side of the room where they then engage the tree from the other side, free from any opposition from he clones. Since the death of the NPC triggers a hate reset on the clones, you only need to just get past them to avoid them entirely. This clearly isn’t working as intended.

These are just some things I’ve noticed, possibly many more that I have yet to experience. Figured I’d bring it to light before it became a wide spread practice in TA. I do enjoy the challenge that dungeons bring to this game, but a lot is lacking in terms of fundamental Mob AI. Things seem to easily defeated with a simple gimmick or glitch.

Constructive criticism in regards to Twilight Arbor

in Fractals, Dungeons & Raids

Posted by: Periwinkle.4826

Periwinkle.4826

Hello everyone,

I’m a first time poster here, but I’ve been an avid reader on the forums for quite some time. Just never had anything to comment on, that is until now.

It’s my understanding that Arena Net and its fellow employees and forum moderators seem to be open to a majority of discussions regarding their instanced dungeons, so long as its painted in the right hue and delivered in a constructive manor. So stick with me as I try to describe my experiences with one in particular: Twilight Arbor. Which my static as run Reasons behind such a post is for the simple fact that some aspects of the instance are being abused in a negative way. I also find some parts and fight mechanics a bit arbitrary, out of date if you will. I do love some of the design choices, wile some leave me in wonder. It’s not a complete list of boss mechanics, just the few I find severe and odd/buggy.

I fully expect to get flamed for this, if you must, you must. I only ask that you do so in regards to the forum guidelines, as well as offer up something constructive to add. Should you not like anything I have to say. So… Here goes.

TA starts the same up until you decide which leg of direction you want to go: forward or up. All paths of the instance are exactly the same until you decide your first direction:

This means:
- You fight the same pack of wolves at the start. Which are often pulled outside of the corridor to avoid poison from the blossoms that line the hallways. After those are down you continue down the path and greet a patrolling husk, followed by three more husks who stand stationary behind it, beyond these you travel further and fight the first first champion trigger, the nightmare vine. Why mention this? Because it’s repetitive and boring. Its the same sequence of events right at the start played on repeat for all three paths. And it seems to be a rather popular way to start a dungeon when comparing it to the way Crucible of Eternity/Sorrow’s Embrace also start out.
- Nightmare Vine(s) – I love this fight. Love it. It has the right amount of difficulty and it really tests a players skill on being elusive, and attentiveness. I only wish the encounter was more of something to look forward to. I’m going to guess that it was ment for players to actually defeat the smaller spawns that occur throughout the fight. If infact that is the case, let me say that it is far too easy to just ignore them all together and just focus the champion down. The blossoms added here are a nice effect (easy to rally off of should anyone be downed/provide annoyance to close combat) Completing all three paths tends to leave players just wanting to dredge though this fight as quickly as possible, and understandably so, considering you’ll be doing it over, and over, and over.

(——————> Wall of TXT reached it’s limit for this post, cont. below —-———>)