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In my opinion, invulnerable mobs are a bad design

in Guild Wars 2 Discussion

Posted by: Shousa.6870

Shousa.6870

The anger comes from ppl when they are treated in a way when gm is at whim and not when they place some serious argument behind what they do. They do not fix the issue at root were it arised. They patch things on surface to make it fit their paper lore and do not account how real world logic aplies to them, they constantly apply many logical arguments to their game worlds (MMO’s in general), but fail to make them universaly applyable in all cases where it should be. Thats what makes ppl angry, cause it breaks everything, starting from immersion and ending with disbelief with game mechanics at core.
Your point of mobs proffiting and gaining from players are mute. If you want it you can imagine that they profited from you in some cosmetic way, same way you proffit from different skins for cosmetic appearances. There is no reason be it logical or theoretical that their proffit should somehow have immidiate effect when you are fighting with them at that exact moment.

In my opinion, invulnerable mobs are a bad design

in Guild Wars 2 Discussion

Posted by: Shousa.6870

Shousa.6870

The challenge here is that the game has to err on the side of the mobs in these situations, they cannot profit or gain from exploiting a player…

The challenge you describe is no the challenge at hand. If they realy thought on the issue then they should have not litterd whole landscape with mobs just for filling the void. They should have thought out placement of mobs on the ground were they are profficient at what they do, not because some “lore mastermind” placed on the feeling based in some mythology. The landescape should also be adjusted for them to feel like they are masters of the land what they claim. Right now all the lands feel more like some art shmuck painted it and 3D artits just bloated it to poligons, how many time have you encauntered places where things doesnt stick like they are generated from some picture and not because they realy polished the walkable path?

In my opinion, invulnerable mobs are a bad design

in Guild Wars 2 Discussion

Posted by: Shousa.6870

Shousa.6870

I for one think that any tactic that involves you having advantage is a good tactic. I can never grasp and probably wont the reasoning behind this invuln thing. They can sugarcoat however they want it, but it in my mind higher ground is the most basic logic behind any tactical warfare. If you can not attack me move away from me but in no way it shoud become invuln

Most absurd thing in this game is Cursed Shore 1st camp outside champion abomination. His charging attack where he runs off for ridiculous distances and then becomes invulv and slowly walks back, if he runs just far enaugh he can reset even for large amount of players, 2 to 3 players he reseting for that reason is comon thing now. Every time he does that I am more and more convinced there must be some medically explainable barrier in their mental health when they created this in an open world environment.

All dungeons have cheap-trick progression?

in Fractals, Dungeons & Raids

Posted by: Shousa.6870

Shousa.6870

I can fully understand Mossman cheap tactic killing him to the extent I disgust at debility of legit way of killing lvl40+ fractals. He goes invisibility and can stay that way well over minute if he has aggro on you and you are good at running away. Happaned to me many times, he aggroes on for long periods of times and i run away, to not to get killed, and so whole party just pointlessly jogs around killing wolfs and on being on toes to not to get downed by his agony. Then there is his way of trigering invis, he can go invis at any time in middle of any action he is doing, bam… he disapears, way too often if you ask me. And ofcourse his insane amount of hp comparable to the amount of dmg you can do to him while he is visible to you. I can easily imagine those fights with mossamn taking so long in lvl 50+ that you have to question many things regarding sanity of creators behind that boss event, that fractal turns from short fun fractal to boring time sink AND there is no reward behind it, it can take 30+ minute without good loot to balance it.

Grawl Shaman Fractals 30+

in Fractals, Dungeons & Raids

Posted by: Shousa.6870

Shousa.6870

I as thief am using quite useful combo myself shadow refuge + daggerstorm or if ranger present and he nows what to do then his mass heal combo field also to burst them down, daggerrstorm is so good because it also reflects elemental projectiles. If 2 thief are doing that then those spwans are piece of cake in no time. One pops shadow refuge and both go dagger storm it , it is 3 second of invicible and MASSIVE damage to majority of of them, after that bomb claster remaining, because even if only few are dead most are very close to death anyway. After that it is very clever to dmg shaman so that when next wave spawns you have all skill ready and not on cooldown. All classes i presume heve some AoE skills, so ready them for spwans to burst down rapidly and quickly. Honestly I had problems only with groups who cant grasp the thing about not spaming skill the moment it is out of cooldown, when the moment comes they die so quicly because all important skill are on cd.

Rares. Lots of them.

in Guild Wars 2 Discussion

Posted by: Shousa.6870

Shousa.6870

With the insane requirment of ectos for so many things I’m more then happy of rare increasment, if ectos pricie goes aroud 10-15s i would consider that is right price for that material

Finally simin has been nerfed!!(Arah p4)

in Fractals, Dungeons & Raids

Posted by: Shousa.6870

Shousa.6870

I hate doing Lupi on my Thief because 900 range is so much harder than 1200.

Well, I’ve done Lupicus on nothing but thief, now that stealthing is not an issue anymore this fight is right were its should be, no need to buff anything no need to nerf anything. My only beef is with grubs spawning on pets because on phase 2 start one grub spawns so fast and is eaten when he is still culled we cant even see him to target it but we know it, because Lupicus gains empowered suddenly if any pet is near him when phase 2 starts. I have killed Lupicus with practially any group be it experienced or not or down right first timers. If you are not somhow impaired physicaly IRL and keep distance from him and mash a dodge in right time, he is great boss.

Tho even with all the Simin nerf, risen wrath teleporting and reseting simply because some specific skill is used for no reason what so ever is cleary a bug. On thiefs it is stealth, thera are other skills on other proffesions too. We had few party breakdowns at that boss for that stupid reason, because people can not understand why he resets for no reason.

A plea to nerf Dwayna (Arah p4/Seer path)

in Fractals, Dungeons & Raids

Posted by: Shousa.6870

Shousa.6870

I dare the ones who made this encounter to upload video of doing Simin with 2 rangers in party and Necro and Engineer and guardian (and possibly other not so dps centered build composition). I realy wana see this done without 4 spark preplacement from their side without any exploit or whateva they claim is not correct way of killing it. Prove the masses that we are simply incapable, we are incompetent, we dont know our clases, we trait our clases wrongly…..