Showing Posts For Rhoda.1654:
Before any nerfs are done, I would like to see these bugs fixed. First, the sparks will often pass right through circles or sit inside a circle and not activate. And then you have the bug where she will stealth every 5-10 seconds. sparks are placed under 15 seconds usually. I’m not sure which groups can dps fast enough when she goes into stealth almost instantly. If these are not fixed then this fight is more about luck and dps than skill/coordination.
We were breaking even with 4 warriors and 1 mesmer (mesmer using tears). It took us 3 timewarps to finally take her down. The sparks seem to be ok now, it’s just the stealth timer that is unfair to non-DPS groups. Increase the timer as well as make Dwayna hurt some more because her threat is non-existent at the moment.
3 timewarps with 4 wars and 1 mesmer? Did you have tanks?
All of them were running with a DPS build, actually.
Before any nerfs are done, I would like to see these bugs fixed. First, the sparks will often pass right through circles or sit inside a circle and not activate. And then you have the bug where she will stealth every 5-10 seconds. sparks are placed under 15 seconds usually. I’m not sure which groups can dps fast enough when she goes into stealth almost instantly. If these are not fixed then this fight is more about luck and dps than skill/coordination.
We were breaking even with 4 warriors and 1 mesmer (mesmer using tears). It took us 3 timewarps to finally take her down. The sparks seem to be ok now, it’s just the stealth timer that is unfair to non-DPS groups. Increase the timer as well as make Dwayna hurt some more because her threat is non-existent at the moment.
Gaile, I can understand you do want to avoid as many false positives, and it is a neccesary evil. However, somewhere during my appeal (got banned for ‘botting/unattended gameplay a month ago) my ticket turned into a ’compromised account’ ticket.
I know that didn’t happen and I would have prefered an actual apology for handing out unwarranted bans instead of blaming it on something that is a lie.
@Ireniicus: I’m not familiair with this exploit, but I would guess it would have something to do with an ecto-generating loop. Other items don’t return your input, effectivelly taking materials out of the game during the process.
We feel that everyone should have the ability to contribute no matter what time of the day it is. How we’ve came to this conclusion is that no player’s time is more valuable than another.
So, this is an argument for a change, not against any changes, right?
Night capping means that a world has more players online than the other worlds and can create a big push on all borderlands up to the point of domination. In prime time, matches are actually balanced and the points difference is relatively small (and is largely accounted for in efficiency/tactical play). In night time, differences in population can be huge and win you the whole map without the need for actual tactic play.
As such, playing on night time means you contribute to a much larger difference. In other words, your time online is inherently more valuable to a world if you play during the night than during prime time.
If you disagree, please come with solid arguments and possibly data as to why these statements are incorrect and it doesn’t matter when you play. I’m really curious to the exact reasoning behind it, and I am sure many other players think the same way. I personally hate it when designers make statements without any arguments to support those statements.
I played 5 dungeons today, and saw DR on all runs after the first run.
CM path 1: 60 tokens
CM path 2: 45 tokens
CM path 3: 30 tokens (total of 135)
AC path 2: 15 tokens
AC path 3: 6 tokens (total 21)
I haven’t been to CM for about a week and I played AC explorable for the first time. If it helps, I played the dungeons back to back without any breaks between them. I was not the only one with DR, but I was getting way less than others. Two of my group had 180 tokens from CM runs, so DR due to speed clears should not be possible.
(edited by Rhoda.1654)
If anything, dungeons are too easy. Some parts are good, most parts are just too easy. Dungeons aren’t designed for PUGs hoping for a easy time. If PUGs can do it, there is no challenge for an organised team at all.
That being said, AC is one of the harder dungeons in the game. As you go on and get used to dungeons, things will be a lot easier on you. I personally was pleasantly surprised AC wasn’t a pushover dungeon and actually challenging, and now I am disappointed most other dungeons are a joke.
If it were up to me, I would make an ‘easy’ path in each dungeon with smaller rewards to give PUG players something to play, while increasing the difficulty in the other paths to give an actual challenge to players.
By the way, if you die too fast, you probably are running too little defence and don’t time your dodges well. Just get the hang of boss rotations and you’ll be fine for most bosses. Other groups can be a lot easier if you bring utility skills like blinds (against auto attacker mobs), protection (general defence) and cripple/chill (to kite around mobs). Damage from mages is largely avoideable by dodging.
Chantry of Secrets, probably. Just below Lion’s Arch city within another zone.