Showing Posts For Richard.2937:
Last patch, Anet buffed the SE, P1 run. Taking Fergg to kill the remaining inquest.
Before this run could be exploited by triggering the gauntlet mobs, and waiting them out.
The patch addressed this by changing it from 2 mobs to 12, so now you’d have to wait 15 minutes to exploit it.
The point this patch addresses is wrong in nature, these mobs deal both heavy AoE damage and have more health than your average EM dungeon boss. IF you want to make a dungeon fun you have to make an encounter challenging not impossible.
I think to make the gauntlet more fun the format should be changed to:
1. Infinite waves of grenadiers
2. Less health per mob
The damage they deal is fine imo, because they can be CC’d, which forces you to play intelligently to survive them. I hope this could go through, because it would make the entire run more fun and more challenging.
If you use ground targeted skills beyond their range, they will not cast.
This leads into annoying situations where you are trying to cast a spell (shadowstep), and it is impossible to cast it at max range with the quick cast function on, because 90% of the time it refuses to cast.
You could ofcourse tell people to learn to estimate the maximum range of their spells, but this does not work due to the elevation of the ground and the ever changing camera angle.
I suggest that if you try to cast a spell out of range, you cast it in the direction of the intented spellcast, but at max range. For non-fast ground targeting this would mean that the green circle would not be underneath your mouse if your mouse would target an out-of-range location.
I can’t tell you how many times i died because I try to shadowstep to a place which is usually in range, but under a certain camera angle, or on a hill isn’t.
I experienced the same on CoF Magg’s route. If you stand where the devourer nest will spawn, you might fall through the floor when the nest spawns. This happened to me five times in fifty runs, so it’s not very common, but it does occur.