Showing Posts For Sveeen Incandenza.5913:
I absolutely understand that and thought of that myself. It seems I misinterpreted this post at the time two weeks ago:
https://forum-en.gw2archive.eu/forum/game/gw2/Dungeon-Instance-Owner-change-FTW/first#post4336064
Stealing instances using the LFG tool, or booting people for no reason (or to give your buddy the rewards for no work) at the end of a run are bannable offenses and should be reported.
You are probably right, sounds like “stealing” would fit more into your scenario.
Guess we’ll know for certain tomorrow.
Just to say, whether the thieves of an instance get punished or not, is totally irrelevant because the victim doesn’t get anything other than lost time.
I allways read about this, yet in half a year of pugging I haven´t experienced anyone get kicked after the dungeon has started, with the exception of people who are offline for more than a minute. I have never cared about being the opener, and have never been kicked, not even when rolling my necro or when I was new to the dungeon. Haven´t tried to combine those two things into one run, though
What I want to say is: I don´t think you need to fear kicks in Pugs all too much.
Feel like I want to add something I forgot to mention in my former post:
The questions about races and classes seemed to care about the look, theme, name and place inside the lore of it, while what I would really care about are the skills, utilities, provided boons.
Done.
I might add that some things didn´t occur to me as exclusive to each other as some questions suggest. I.e. I originally thought, after/during part 2 of LS2, the last step of LS2 might be a story-mode of a new dungeon. The solo-instances just seemed to lead there as the solo-instances of the personal story lead to Arah, and the felt steps forward in the boss-designs of those instances just lead to more disappointment when it appeared this (a Dungeon at the end) wouldn´t happen.
About world-bosses: They were fine on small servers (especially at night) until the megaserver. I´d actually like that content, too, if it weren´t for hundreds of players camping there, completely trivializing it to a point you only need to make sure to hit 1 soon enough to tag him and hiding the boss behind a wall of effects.
Hello, new student (EU-servers) here
I feel like I´ve come as far as I could get with pugging, so I can sometimes (not consistently) even carry bad pugs through the easiest dungeons, but trying to pug Arah lately didn´t even get me to Lupi, as groups were destructing before. I am also not good enough on Subject Alpha yet, as I struggle on all classes except Warrior and Guardian on it. Haven´t been to Fractals much yet, but would like to get into that as well.
- make warhorn 4 a Blast finisher and add damage to it
- make well of suffering and well of Power fire-fields
- either make axe a melee-cleave, speed-up the auto-attack, make axe 3 a Blast finisher
- change warhorn 5 from cripple to vulnerability
- make putrid explosion a Blast finisher
- make Lich-form smaller on screen so that the player can still see the mob directly in front of him ^^ Also: make dodging in Lich-Form better visible.
- Lower cooldowns on all wells and on marks
- Make Focus 4 grant fury rather than regeneration
- Some of the (many, many) useless traits should be exchanged for damage multipliers
- Furious Demise should work on allies, not just on self (and then probably moved up the tree a bit)
- Move the traits that affect melee-dps-weapons to the trait-trees Spite and Curses
That´s some ideas…
Some few points from a filthy casual
- Balance combo-fields. Currently, nearly only fire-combos seem viable within the fight, and smoke is used for stealth as a skip-preparation. This goes as far that some otherwise usefull skills aren´t used simply because they have a combo-field other than fire. However, when doing this try not to nerf fire-fields, as that would make combos as a whole weaker, but rather try to buff other combos/make them more useful. No, I have no idea how to do that more precisely
- Most experienced dungeoneers have probably long forgotten this, but: Make it visible at the dungeon-master-achievement-page which paths are already done, which are yet to do.
- Fix walls, in a way that mobs can´t stay inside walls (which makes their animations hard to spot), can´t hit or be hit through walls, and can´t be aggroed through walls.
- Make several further dungeon-master achievement-like achievements in a way that there´s one for each class and one (with a title) when you´ve run every path with every class.
- Loot and reward should be given per run and divided onto the group-members in a way that every member of a 5-player group gets a fifth of the total, every member of a 3-player-group gets a third.
- When you´ve made a bigger step in mob-design (like lately with the Mordrems), consider putting it in a dungeon. In my humble opinion the latest outcry for new dungeon-content stems not totally much from the lack of something new, but also because players simply got their hopes high when seeing those new mobs, as that meant a new dungeon might have been different from the older ones and thus create a new phase of trying to optimise tactics.
- Projectiles should be reflectable. If something isn´t reflectable, don´t call it a projectile, don´t make it look like a projectile. Maybe you´ll want to add a differentiation, like rockets or missiles or grenades or whatever, just make it predictable for the player by the outlook of an attack wether something is reflectable, blockable or unblockable.
- At least in the low-level-dungeons, give the players an indication wether a passage is meant to be skipped or not. Just a little bit more clear text in the upper right of the screen.
- All cut-scenes should be skippable. Always.
- Don´t throw players out of the dungeon and/or back to the beginning on short disconnects. Give them at least 30 seconds to come back in exactly where they stood.
- If all the players are at one place, that is also the place where the npc should be, unless he has some task to do somewhere.
Simple fix for all that selling-trouble: A fixed group-wide reward which is evenly divided onto those that did the Dungeon. If a group of 5 gets 1.5 gold each, someone soloing it should get 7.5 gold directly from the game, and not from others buying it.
Either this, or, if that´s considerably more simple, just create an extra-tab in LfG-menu for those buying/selling-thing, so it doesn´t appear to those who don´t want to see it.
And to get back to the opener: No, I have no idea how to get to Brie in a few seconds. But maybe if I repeat your original question, it may help this thread to provide an answer So:
In Arah P2, how can a warrior get from entry to Brie within a few seconds without porting?