Showing Posts For Rainer Fenixhart.1357:
Oh, I just thought of another place. Have you been to the Chantry of Secrets yet? That area also counts for Krytan Explorer.
Hum…I don’t think I can recall having been there actually. I might need to check that out
Hm. It sounds like you were at 173/175 before going to Windloss Delves. Have you checked to make sure you have every other area in Kryta unlocked, including Claw Island (which you only get to by doing the level 60 personal story)? If you’ve double checked every map and Claw Island, then I’d suggest putting in a bug report in-game and possibly a support ticket.
Was tracking the achievement before I went there-was at 174 for a very long time.
So yes, I was at 174 before and after finding the delves
Which area were you going for?
Did you check the Krytan Explorer achievement in your Hero panel to make sure you were only missing one Krytan area?
Are you sure the area you went to wasn’t already unlocked?
If it wasn’t already unlocked, are you sure you fully unlocked it?
Yes, That’s what I’m using to track my progress. I am 174/175
I am sure the area I went to wasn’t already unlocked because the Content Guide was telling me it was undiscovered. After finding the Windloss Delves, I was told it was now discovered but it added no area to the counter.
As for the last point..I don;t know how that’s possible.
I was doing Krytan explorer and was only one area short. So I figured I’d check the wiki to see commonly missed areas.
Turns out I was short an area in Queensdale, so I went to go grab it.
But it didn’t give me any credit? What gives?
At first it does seem like chaos, and with novice groups it will be so. But as you gain experience and join more experienced parties you’ll see the flow and structure of GW2 dungeon fights.
The roles are still there, it’s just they are fluid and ever switching. Someone, who has the aggro, kites and dodges the boss, other people do max DPS, and sometimes everyone turn into healers, when they ress a downed party member.
If roles are constantly changing, then there is no “roles.”
Needing to use a 3rd party site for something basic like LOOKING FOR OTHER PEOPLE in an MMO is pretty kitten
Arenanet is pretty much good for designing PvP content. Everything else they’ve blundered spectacularly on.
There is no excuse for the amount of buggy dungeons, buggy zones, and this thing that manages to Out do Burning Crusade in levels of tier hemorrhaging. In one dungeon
Been repeating this for a long time..
Nerf story modes so casuals can clear it.
Buff explo as they are way, way, waaaaay too easy. There is just not enough interesting mechanics. Fights are not deep enough. Exploration modes need to be harder, more engaging, challenging and.. interesting.
I’m curious as to what you find hard, challenging, engaging, and interesting and…Deep? iF Exploration is just too much of a stroll for you,
Some things I would possibly suggest:
If you’re gonna introduce newer players to dungeons, you should switch around Cadecus’s Manor and Ascalonian Catacombs. Because as it stands, AC is among the most brutal of the instances, and it’s the first one they get prompted to.
The other problem is that there is nothing in the game that gives any indication (other than learning the hard and very NOT FUN way) that Dungeons are serious busnies even on Story mode. This game has all manner of tutorial and help and guidance installed for the PvP experience- but in Dungeoneering you are thrown to the lions-given no guidance, not even prepared for the imminent destruction that awaits the new-bloods.
First Impressions are very important-and when people’s first impression is AC, it’s the feeling after you suddenly stick your face in a blender. The second most brutal dungeon should not be the welcoming mat to your experience, given all other factors at play.
And if we’re going to be expected to be dressed to the nines in Exploration mode-wether it be traits and the like, having a separate template (that again, you extend to Competitive PvP, but not the other way around) to have a dungeoneering panel with to make the whole “Be whoever you want to be” mantra more realistic, because not everyone wants to walk around in a dungeonieering spec for the off chance they want to go dungeoneering out of their soloing and adventuring if the two don’t coincide.
Trahearne feels just tacked on to the plot. Like we’re supposed to be buddy buddy with him like he’s Thrall or something, beucase he’s apparently important, and apparently well respected by the Orders head leaders or something.
It feels like less a backstory and more an excuse to suffer this monotone leafy bore for the entire rest of the plot. Meanwhile, The Warband I made personal investments into just ceased to exist-even as standalone characters in my home instsance. They quite literally vanished. Without a trace. Never to be seen again.
Seriously. Screw this guy I never even knew about till partway in the plot and was handed a tool of plot significance and give it to Rissa or something
Agreed! I loved him. I keep hoping we’ll find out he didn’t actually die.
Isn’t there a rule involving corpses and proving of death and whatnot?
I like how there are people who are either terrrible or Good when it comes to these discussions.
It’s like there’s no midway or anything.
…You mean DBM?
It was originally designed for Raids-nowadays it has Dungeon install,ents as well because players have gotten so used to having the addon running Blizzard has had to design content with that in mind that the players are getting extra information-but at the same time had to get some extra information to players who DIDN’T have the addon.
Dungeons in WoW are easier because they’re based purely on exectution-if you dance the way you’re supposed to it’s all peachy.
GW2 is more crude in it’s design in that, there really isn’t a dance to go by, or one that’s not very consistant It’s pretty much back to Vanilla WoW Complexity for dungeon encounters, only without a trinity system
And it shows
WoW has started making more clear impact points as well with many of their boss abilities-particularly the more nasty ones that will put you 6 feet under if they hit you.
Dungeons are the only thing that requires skill to not get infuriated at in this game.
I never much cared for Pvp in many other games…but in this one I don’t mind it much at all. I’d daresay it’s the first PvP RPG game I’ve played where I found it enjoyable.
It’s also the first Game where I ragequit a dungeon-and not on account of the group.
It’s just that Arenanet knows what they’re doing with PvP and are clueless when it comes to making accessible dungeons.
They need to learn where to put their difficulty nozzles.
I,e, not putting them on the Damage and Health Componeints and cranking them up to 11. For all the spit and polish the rest of the game has, this is the part where their inexperience with making this sort of content is glaringly obvious when they design them with age-old methedology of “Make gaem harder, maor damaeg!”
Yeah, that didn’t fly well in WoW when they tried that. And that was when WoW did OTHER things along with those tuning nozzles. Blizzard is by far the superior dungeon designers-they could teach Anet a thing or two.
They’d be better if they didn’t fly in the face of “Be whatever spec you want”
Since apparently Dungeons do not permit that at all. Greatswrod Guardian? Enjoy your repair bill.
And really, insta-gib mechanics are lame no matter what game you’re playing. It’s the most unimaginative way to make a game hard. Ever.
And no amount of L2P and character diiddling will ever prevent the boss looking at you and saying “You know what, You’re gonna die” Golem boss in CM is like trying to grab a chainsaw bare-handed.
On top of all the blatant Melee hate, the Nintendo Hard tuning knobs, and the genereal relative ease of the rest of the game, the Dungeons are the odd mans out. Sure, they’re easy if you got 5 buddies with vent and have specific build setups. Outside of that, they’re barely as peachy.
The “having the right spec” part wouldn’t be nearly as bad if GW had some form of Dungeon spec template like they did for PvP.
I’m not asking for nerfs, I’m asking for content that challenges my skills as a player, not my skills as a trait builder. Mock WoW all you want, but they have their difficulty tuners set to the right knobs, even if they are low ones.
Dungeons are a joke.
My Experience has been nothing but never ending aggravation from the fact that they apparently decided that to make dungeons hard they just Ramp up the damage the mobs do, and then give them even more ludicrous abilites.
AC Was irritating enough, but then I did Twilight Arbour. I cannot believe they actually think this is good dungeon design-Who on earth think that bosses that can shoot off instant-kill Point Blank AoEs that can summon monsters that spawn poison clouds is even remotely a fair fight.
Mobs that spam knockdown AoEs, Mobs with 5 second fears and snares and poisons, Traps that respawn at an absurd rate-they may as well just put a “Melee need not apply” as a disclaimer in any of these, because you get dropped so fast it’s just ridiculous.
And yes, in before someone tells me I need to micromanage and tweak the kitten out of my character to even be able to live more than 5 seconds in a trash pull with a group of carefully picked party members.
I just wanted to see the bloody story, but the meatgrinder gauntlet of brickwalling designed like it was made 10 years ago with “Make mobs hit like trucks, Dungeon is now hard, mission accomplished!” as their design model all the while giving complete garbage for loot for how much investment is needed, it;s just not worth it.
I may have been missing something in-game, but I really cant’ seem to figure out what these do or how they interact with other skills.
Are there any resources that cover this in detail?