Desolation
Showing Posts For Radakaster.9180:
Desolation
It’s a common theme throughout all dungeons that some are longer than others. SE path 2 is longer than path 1 and 3 combined for instance.
Some dungeons you do for the achievement – others for farming. Furthermore, this increases the cost of someone wanting to farm dungeon tokens in a minimum amount of days – since they’ll be forced to consider doing harder and/or longer paths.
Desolation
If you would like to see changes – you may want to give constructive feedback. Can you detail the bugs? And can you reproduce them?
As for things such as mobs hitting hard – do you have experience with the other dungeons? The CM set was the first dungeon set I completed and I didn’t think it was that bad.
I understand dungeons are pretty hard – and PUGs sometimes make it ridiculously so, but what I’d suggest is learning the dungeon and coaching your team members. There’s a sticky thread on this forum with youtube video’s with commentary of all dungeon runs except Arah. I would really suggest you watch them.
Desolation
-snip-
If you assume it takes 60 secs to get all sparks, it’s obviously where lies your problem. You should do that in about 10 secs
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Please take the effort to read my full post. I said: ‘Please keep into consideration that these values and average times are arbitrary to make a point.’
But I’ll assume I can easily figure out your problem, so I’ll help you along a bit further:
ar·bi·trar·y
/?ärbi?trer?/
Adjective
Based on random choice or personal whim, rather than any reason or system.
(of power or a ruling body) Unrestrained and autocratic in the use of authority
There ya go, all clear?:) Have a good evening!
Desolation
Elaborating further on the path 4 Simin case:
I was with a PUG last night for a few hours. Everyone was pretty experienced, and although it was our first time, we breezed through the dungeon.
We spent a few hours on Simin, checked the forums/video’s/etc and we were unable to kill her.
Our party composition was: Guardian x2, Warrior, Elementalist x2
The general issue seems to be that her invuln/invis mechanism seems to be % health based, and not time based or purely damage. What I mean with that is that she keeps going invuln/invis every time she hits 50% health.
We’ve had happen many times where we would get her to 50%, get the sparks really fast and have her back when she’s at 55% (using the 4-1 trick) and she would go invuln/invis again 5 seconds later when she hits 50%.
This bug does not always happen, but the lowest we managed to her is 30% – upon which her 50% trigger goes off and we’re back where we started.
I know the usual ‘strategy’ is just to DPS her to 0% during those instances, but is that not just simply flawed?
A fix I would propose (while being nice and not requesting all those hours of my life back..sigh):
-Have her go invis/invuln every time she loses a certain % of health, and have her regen at a reasonable rate in order for her to always have a chunk of HP gone. For example, if you really want to keep the tedium:
– Let’s say she triggers every time she loses 30% of health, becoming invuln. Assuming
it takes 60 seconds to to do the sparks, have her regen at a rate of say..10%/60 seconds. That way a fast party can take her down in 5 bursts, and a really slow one can have it take up to 10+.
Please keep into consideration that these values and average times are arbitrary to make a point.
Desolation
Hello,
I’ve been playing sPvP for the past couple of weeks and mostly free tournaments lately. I’ve noticed there are 2 ways to create an sPvP group: premade or join randomly with other people.
In other games (such as League of Legends), premade teams are usually paired against other premade teams to balance the game. The reason for that is that usually a premade team has several advantages such as knowing each other, talking on Teamspeak/Skype/etc, having preset tactics, and all that jazz.
Why is it not the case in GW2? I’m guessing one possible reason could be that it’s because there are not enough people entering sPvP tournaments, but I still would like to put forward the idea to have parties of whom at least 3 members are premade to be paired against similar parties. Even if it’s only in the first round – so you can let others at least have a chance of winning something.
Any constructive feedback is appreciated!
Desolation
Just been trying this at level 20, assuming that the infinite spawn is intended and that we have to fight him in the side room, he’s also disproportionately difficult compared to other level 20 fractals.
Desolation
I second the motion to disable this one until it is properly fixed. There are a plethora of bugs, and there does not seem to be a guaranteed workaround. I personally will not be doing any fractals anymore for the possibility of not being able to finish it – which happened earlier for me.
We had a regenerating boss, a seal that kept resetting, and an infinite amount of respawning creeps. We suicided about 3-4 times too to try to reset it.
Desolation
Stop whining about the difficulty tbh. It’s one of the dungeons that actually requires some kind of decent team setup, which makes it way more fun. The path is really not long either, did it today and it’s as long as path 3, sort of.
I wasn’t trying to whine, just trying to be constructive. Hence also mentioning that having video’s to show their intention could be an overall improvement, definitely on changes. (as you can see by the feedback on the latest patch)
I haven’t tried SE path 1 in a week or 2-3, so maybe things have changed and I’ll try again. But either way, the spirit of what I said remains true. Furthermore, even if you managed to finish it, and things haven’t changed, does not imply that no changes are needed. Being a statistical anomaly does not make you the voice of reason. I’m sure devs can statistically see how often an instance gets completed, and therefore can deduce if there is an issue or not.
Edit: I just noticed the sticky with the video’s for instances. The recommendation stands for updates, but I’ll check out the video. Cheers
Desolation
(edited by Radakaster.9180)
Wasn’t it the intention that dungeon instances would be balanced? Sorrow’s Embrace is likely one of the least popular dungeon right now due to the fact that path 1 is only doable by a very specific group setup, and with wipes. Path 2 is extremely long and tedious, and path 3 is the only one that’s actively being completed.
As for path 1 needing a very specific group, let me explain: It is a requirement to have a party with an extremely high burst damage output. It is not possible to kill the golem and deal with the adds otherwise. I’ve tried this run multiple times with different parties, all with full level 80 groups with full exotic sets, we still got wiped over and over and over again.
Maybe if all the patrols were not veteran difficulty, this would be possible and your intended design actually feasable. People could rally off killing easier adds, etc.. Not requiring wipes and making it feasable for different types of party combinations and players with different amounts of experience/expensive gear.
Last but not least, meaning no disrespect, but do developers test before they implement things or reply to threads stating that things are by design?
It might be helpful for you as a team, and us as players, if you had video’s of your team showing how some things are intended. We would see what mean with ‘by design’ and you could receive more constructive feedback from players since they would understand your intention.
Desolation
I’ve done this one already, are you sure you’re placing the tears correctly? We didn’t have any trouble doing this.
Desolation
The November 1st update says it was fixed, and it is..kinda. The waves come in correctly until you arrive at the first boss. Then there’s an infite spawn again.
Has anyone managed to finish this instance the past couple of weeks? And is there a workaround to this bug? Thanks!
Desolation