Showing Posts For Silima Lor.5682:

Dungeon Patch Discussion 1/28

in Fractals, Dungeons & Raids

Posted by: Silima Lor.5682

Silima Lor.5682

I understand that the pro-dungeoners or even the players who love a huge challenge see this as at least another challenge, and something new to test their skills

From what I see on youtube videos, this change has no impact on the pro-dungeoners as they are quite capable of speed clearing the dungeons or skipping most the content without ever going down. This change effects the casual player that doesn’t run dungeons for profit, they run because this is the only way to get the exotic dungeon armor. My guild trys to help everyone to get the armor they desire. For those who want a huge challenge let them set their own parameters when they run. No one is forcing them to use a waypoint. They can always agree that they will not use waypoints and will rezz one another when they go down.

Many people have complained that the new dailies were implemented before the ability to choose which ones you want to do, resulting in being forced into a playstyle they don’t desire. It may have been better to balance the dungeons before implementing the waypoint change.

There are bosses that will target two people that are close together or where the space in which you fight is confined, while the AoE circumfrence is so wide and plentiful that the boss can easily hit multiple players. Especially those trying to rez a downed player. This can be tricky to evade while trying to rez a fully downed player. For those who are newer to dungeon runs, this can make it more difficult for them to get runs or even alter their desire to run dungeons.

Skills have been nerfed so that you cannot rez a player that is fully downed, so you must catch them when they go down. Didn’t ANet say they didn’t want you to have to watch the groups health bars? Hence no trinity. Well now we have to, constantly.

This change has only made it so that players lose momentum, because now they either have to get out of combat and allow the NPC to fully heal or risk being downed because a downed player is in a really bad situation. Like when Detha over agroes ghosts. Most of us already try to pull the agro to ourselves to allow a downed player to heal themselves, but each situation is different and sometimes it is best for a dead player to hit the waypoint instead of forcing the others to quit combat or wipe.

My guild specializes in helping those that are downed. As a former Monk, I can’t see a person downed without trying to rez them, but sometimes its nice to have a waypoint. Now we don’t even have that.

Wasn’t it sufficient that we have to repair armor and run ridiculous lengths of path (in some dungeons) to even get back to our party.

Please remove Fractals from monthly achieve

in Suggestions

Posted by: Silima Lor.5682

Silima Lor.5682

I have only completed the monthly achievement once; that was my choice. I refused to destroy a source of income, while spending money to obtain salvage kits, in order to achieve the salvage achievement. Drops were never that good to warrant the loss of income.

I can tolerate WvW, but I am not a PvPer, so I don’t enjoy the forced aspect of killing other players in order to achieve this, if this were truly a PvE achievement then every kill should count whether it was a NPC, player, or animal found in WvW. The ability to obtain kills is dependent on too many variables; the time you are playing, the servers you are battling, the time you have to put into it, and the number of players (on each side) to name a few.

Suggesting how much time it takes to complete the objective is pointless, since everyone’s skills and time available are different. For me, it takes several hours of playtime to complete. On my server, if I play during the day on a weekday, it can be a painful experience to get a kill. If I play on the weekend or at night, it can be easier to get kills.

Suggesting that you can obtain numerous kills by using a siege weapon is also dependent on many factors. People who are playing WvW only for the monthly achievement are unlikely to have the blueprints to make the weapons. It takes a considerable amount of supplies to build the weapons, which requires additional people with supplies or you have to deplete the keeps supplies by running back and forth to build said weapon. If it is your weapon, then you have the choice to seize control at any time. If it is someone else’s weapon, they can seize control at any time. The weapons disappear after a short duration, so you really can’t just camp there and get kill after kill. They can be destroyed pretty easily. And for non-WvWers selecting the right keep to defend can make a difference. You can man a weapon all day long and never see a single person. Again, I don’t have a major issue getting this done, but for me it is not that enjoyable.

As far as fractals are concerned, I hate them. I do not like being forced to play something that is seriously flawed. The fractals can take an enormous amount of time to complete; the DC issue makes it impossible to obtain credit for completing the fractal you were running, so additional time must be added, since you have to start all over again. The remaining team either continues on without you or goes back to the beginning and all the time spent on that fractal is lost. Everyone’s experience is different; some may breeze through these and think this is a non-issue. Others suffer through them and find this an unpleasant experience they do not wish to repeat. Being forced to do them when they are bugged is just wrong in my opinion.
I would prefer that fractals be coupled with dungeons, since they are just another form of dungeon. Then you can do any combination and get credit for the achievement. If ANet is determined to force people to do dungeons in order to get the monthly achievement, then I think this would be the best option. Though others will still find this unacceptable, since it forces you to team up and that has its own inherent difficulties.

I agree with the others who suggest that players should be given a variety of options. The PvP daily and monthly seems more in tune with PvPers objectives. The daily is more PvEer oriented, but the monthly, as is, is not. It should still be a challenge to achieve, but it should be a natural progression of PvE. I would prefer to have objectives dealing with DEs, boss fights, number of champions/veterans bested (bosses, champions, and veterans in dungeons or personal stories would count), crafting & gathering (possible higher end items). Then maybe the maps wouldn’t be so empty when exploring.

Yes, it is ultimately my decision whether I choose to complete the monthly or not; in the past, the rewards for the monthly weren’t that desirable, so the choice was easier. The rewards are a little better now; so I suck it up and complete the objectives even though I am wasting hours playing aspects of the game that I don’t enjoy. No, you will never please everyone, but you will get closer, by presenting sufficient options. Does this make the programming more challenging, of course. If it is ANet’s goal to skew numbers for fractals, dungeons, special events, or WvW so that those aspects of the game seem to have better participation then nothing will change.