Showing Posts For Sincore.5076:
Can someone confirm that the defender deals retaliation damage (if traited) when receiving damage taken by you? I seem to recall that it did from my testing but I don’t remember.
From my experience the defender works best when fights contain mainly condition damage and single target damage since their health gets eaten up by not only the aoe attacks but from all the damage your party is taking.
Also, under water since damage is overall reduced and makes for some wicked tank builds.
-Sincore
It may have a range, meaning you need to be within a certain range of your shattered illusions. Test that, if not it might be such a minor heal that you barely notice it. Wiki states that, " Heals for 0.2 * (Healing Power) + 1064" and “Each illusion adds a small amount to the total health gained” Which implies that the heal is only going to be around ~1100-1200 base since it is based per shatter and not too greatly on the number of clones.
-Sincore
Not unless they do a PvP / PvE split, and give the meta 1-3 months to settle after the next patch.
-Sincore
(edited by Sincore.5076)
Why not allow people who are stealthed to see enemies who are stealthed? You wouldn’t be able to damage them without breaking your own stealth but you could at least cast 1 ability on them, or be able to follow them until stealth breaks. Offers abit of counterplay which would be nice in this instance.
The sure-fire method is the one you describe, and the one put into practice on Honor of the Waves explorable paths. It is a two-part fix though – to block the area off that is prone to exploit, and then fix the events so they don’t trigger when not intended.
We’re working on this issue in all our dungeons.
Thanks for the reply! Keep up the great work
-Sincore
The Problem
As exploits concerning the use of terrain in Arah to skip / avoid certain parts of a path keep popping up, I’ve noticed that the solution to preventing the abuse of them is to place invisible walls in the “problem” areas hoping to halt their use.
But wouldn’t it be better in the long term to just fix the triggers so that you have to complete the events in order to progress to the end of the dungeon?
How Events Currently Work
It seems that how the events are triggered currently has to do with the npc which you take along with you… meaning that the events of other paths won’t trigger because you don’t have the correct npc with you. This also means that the event areas are often triggered just by having the npc with you at the moment you enter the area. (ex path 4 lupi event will trigger even with dead npc, but the event wont be completable unless you enter the fight while npc is alive).
Example: Path 3
This path is a problem area that I’ve noticed in the past, here is how the event triggers currently work…
A) First boss must be completed before second boss will trigger (working)
B) First and/or Second Boss must be killed before Lupi will activate (not working)
C) Lupicus, first 2 bosses must be killed in order to kill and trigger the final 2 events (finding the chicken and ritual event) (not working)
So in this case the entire dungeoncould potentially be skipped to the final boss as long as you get there with the npc. And there are ways to do it… through terrain exploits.
My Suggested Solution
My proposal though much more time consuming than simply placing invisible walls to prevent exploiters, would be to change how the events are triggered by making them sequentially triggered so that you are “forced” to do the dungeon in proper order.
A —-> B —-> C (in the above example)
This would halt the terrain exploiters in Arah from simply skipping entire sections of the dungeon by exploiting, and would potentially save time in the long run by removing the need to constantly add in invisible walls.
Conclusion
Any way, let me know what you guys think. Too be honest I don’t know how difficult it would be to recode this stuff, but i know it would save development time in the long run by fixing the root of the issue rather than all these invisible wall bandaid fixes.
TL;DR:
Fix Event triggers to remove necessity to keep updating the dungeons with invisible walls.
-Sincore
EDIT: Formatting…
(edited by Sincore.5076)
If you are having trouble finding a group, you could always create one using gw2lfg website. Or even continue leveling and refresh the page every couple of minutes to see if someone else has a group for it.
Hope this helps
-Sincore
Reflects are really fun in dungeons and WvW. Makes for a great melee / support build to help out your dungeoneering buddies.
There was an influx of precursors following the compensation for the karka event a couple weeks back. Possibly the market is returning to normal after the spike in supply. It might of taken longer for the Lover for some reason.
-Sincorel
Recently I’ve been thinking of ways that Anet could increase the availability of lodestones on the market to make some of the rarer lodestones more attainable. What I’m proposing is adding specific lodestones to each dungeon vendor that fall in line with what the theme of the dungeon is.
Lodestone Prices and Dungeon Exchange
Ascolonian Catacombs – Consumable that grants a random Lodestone (120 tokens)
Caudecus’s Manor – Consumable that grants a random Lodestone (120 tokens)
*Note: Crystal Lodestone would most likely be put in Caudecus Manor instead of the random lodestone consumable.
Honor of the Waves – Glacial Lodestones (120 tokens)
Citadel of Flame – Molten Lodestones (120 tokens)
The Lost City of Arah – Corrupted Lodestones (120 tokens)
Twilight Arbor – Onyx Lodestones (120 tokens)
Sorrow’s Embrace – Destroyer Lodestones (120 tokens)
Crucible of Eternity – Charged Lodestones (120 tokens)
Sorrow’s Embrace – Destroyer Lodestones (120 tokens)
Fractals Of the Mist – None
Price Reasoning
I placed the token cost for these lodestones at 120 tokens to prevent lodestone farming (since the max tokens you can get in 1 day from one dungeon is 180-196 assuming you only do each path once).
Though I do understand that some dungeons are easier than others (AC Vs. Arah), I didn’t want to vary that prices based on dungeon difficulty because it may cause unneccessary large shifts in individual lodestone prices if more than one of each lodestone could be obtained from a specific dungeon in 1 day.
What affect could this have on the Game
It is difficult to say, but I would imagine a price drop on all lodestones as a new method of acquisition becomes available.
More incentive to run dungeons to get lodestones for either money or personal use.
Slightly easier aquisition of the lodestone part of legendaries.
In conclusion
Let me know what you guys think! I’m putting this in the dungeon forum because I know you guys and gals run dungeons and would like to hear your feedback on this idea since it may affect your dungeon running in a positive / negative way!
Cheers!
-Sincorel
Just got a random mail from the developers with a 20 slot bag, wicked accessory and 2 exotic weapons called dawn and silence and some yellows.
Does anyone know what this was for?
-Sincore
Fun fact, all his attacks are reflectable. So if you have a group with a guardian or a mesmer (not sure about other classes), have them stagger their reflects. Makes the boss essentially dps himself (the bolts he casts do 2-5k each to each party member).
Since I run a heavy reflect build for dungeons (anywhere from 60-75% reflect uptime) this boss takes about 1-2min to kill (mesmer).
If you are talking about the boss after the champion troll, then the easiest way to handle that fight is to stop the adds from being summoned in the first place. How do you do this? Well, before entering the room make sure everyone is ready to aoe down all the non elites in front of the boss (asap). You have maybe 10-15 seconds to kill all the adds once the boss starts his speech. If done quickly enough the boss won’t even summon the elite enemies and you can simply fight the boss by himself.
Hope this helps.
For PvE I usually run Null Field, Feedback and Radiation field. Since I play a melee (sword focus) reflect / control build I like keeping all the enemies in melee range using temporal curtain for the pull, illusionary leap to root them, iwarden for AoE damage along with sword 2. Place a radiation field and feedback to reduce damage and negate projectiles. My favorite dungeon build.
In WvW I’ll usually sub out null field and radiation field for blink and decoy, maybe portal if I’m trying to avoid confrontation and need quick escapes.
I’m currently only at level 7 fractals and I gotten 5 vials in total from doing the dungeons. It seems to drop mainly from trash mobs, but I’m sure I got one from a chest at one point. I’d imagine that as the fractal level increases so to does that chances of obtaining them.
Besides possibly moving the entrance to Southsun Cove.There really isn’t any other place you could put it, and without a proper LFG tool it is much easier to find groups in the place with the largest concurrent amount of individuals.
You get 60 tokens for completeing the explorable mode (any path) the first time each day. It isn’t an exploit, you may be coming to this conclusion if you have not done explorable mode dungeons before, since story mode dungeons do not award these tokens on completion.
Hope this clarifies things.
(edited by Sincore.5076)
Thank god we have an elite skill to disguise ourselves as golems.
I think that is has more to do with preventing people from overreacting when content releases don’t meet the expectations created from the content previews.
From my experience playing mmos this has been the case, for example when I was playing Warhammer Online the developers tried to be more open to their future content plans by releasing monthly updates on the direction they were trying to take with the game.
This sounded like a good idea in theory, in definitely got me excited for some of the things that they were going to implement into the game, but in the end they were unable to keep expectations so the game dwindled in population.
Not to say that being 100% secretive is a good thing but it can spark some curiousity and excitement in the community (like with the lost shores event coming up).
In the end ArenaNet can develop the content in their own direction without it being critised at release for being something different to what was “previewed” in the future content updates.
-Sincore