Showing Posts For Syncourt.5906:

Tip for sparki and slick

in Twilight Assault

Posted by: Syncourt.5906

Syncourt.5906

It’s been simple matter to kite the Ooze to soak up Slick’s oil AoE, then we can just focus down Sparki after Slick’s down without worrying about the oil AoE DoT-murdering us.

If you kill Sparki first, you dont need to worry about the oil AoE Dot (fumes) murdering you either. Once sparki is down you will only take damage if standing directly in the oil AoE.

By taking out Sparki first, you avoid both the fumes DoT and the inability to stand still without dying. All you need to do is dodge or take a couple of steps to the side when he shoots an oil at you. The oil of which doesn’t hurt much unless you stand in it for extended period of time, but it requires a lot less mobility than versing sparki on his own and you don’t have to deal with sparki’s spam attack.

(edited by Syncourt.5906)

Excelent content, however buggy

in Twilight Assault

Posted by: Syncourt.5906

Syncourt.5906

I just wish AoE on downed players wouldn’t hurt them. Only interrupt them every second or 2 to keep them from reviving themselves while the AoE persists.

Damaging other players who try to revive them is fair enough. But I don’t see the use in having a downed system when AoEs just get dropped on top of them and kill them anyway.

Excelent content, however buggy

in Twilight Assault

Posted by: Syncourt.5906

Syncourt.5906

2) lower their attack range so they follow you more closely instead of just swapping targets and remaining in the same place

It was annoying at first until you remember that there are a number of skills in the game you can use to draw them closer to the boss. As soon as we swapped in a bunch of skills (pulls, knockbacks, fear) we simply wiped the floor with the boss.

Reducing thier range would pretty much ruin the unique aspect of this fight.

Tip for sparki and slick

in Twilight Assault

Posted by: Syncourt.5906

Syncourt.5906

We have this fight pretty much downpat at the moment. My group just takes on sparki while I get my warrior with sword leap and bull charge, grab the plant to get the ooze buff and quickly zip around with leap and charge taking care of all the puddles (seems as though the ooze prioritizes anyone with the plant based buff). Refresh the buff here and there between cleaning up oil to make sure it doesn’t wear off at inoppertune times.

Once sparki is down (who drops a lot faster than slick does), slick can no longer light his oil fields on fire making the rest of the fight a walk in the park.

(edited by Syncourt.5906)

Excelent content, however buggy

in Twilight Assault

Posted by: Syncourt.5906

Syncourt.5906

VERY glad to hear a fix is already there and on its way for the teleportation bug.

This is my one and only rage in the entire dungeon. Absolutely love the rest of the mechanics! (first ooze room could do with a bit more damage resistance to players on the oozes being 9/10 classes use AoE attacks to deal thier damage, but other than that I love it)

(edited by Syncourt.5906)

Dungeon is way too hard.

in Twilight Assault

Posted by: Syncourt.5906

Syncourt.5906

It’s not hard it just takes understanding of what skills/tactics work to deal with it. I know, you’ve heard this all before. Everyone says understand it but just don’t like it but well, thats what all players ‘think’ when they first try difficult content in this game. Heard it 100 times before. Put them in the party and we will quickly find that they know absolutely nothing but the basics. We teach them and what do you know, they actually begin to enjoy it if they are capable of performing.

Then you meet people who know what to do (it really shows when they do understand it all) and you find that these people really enjoy the dungeon.

Just you wait until all the tactics have been figured out and released in video form in one nice compilation. This dungeon won’t look near as difficult. Every time our group does it, it’s just getting easier and easier as more ideas come up to make things more efficient. Very soon, it’s going to be no harder than CoE.

Secret Timer on Clockheart?

in Twilight Assault

Posted by: Syncourt.5906

Syncourt.5906

I got this today as well. Same as his super attack but covered the entire room. Killed me from the complete opposite side while i was grabbing a holo. Although we were only in the fight for not even 5 minutes. Perhaps it is a low health triggered attack?

Clockheart, hologens and rubber banding.

in Twilight Assault

Posted by: Syncourt.5906

Syncourt.5906

Seems accidently colliding with one of these destroyed hologenerators causes you to get stuck, making you warp/rubber band constantly as you try to move away from it. I can’t count the amount of times so far that I’ve gotten stuck on one of them while the boss or a cog chews me up and kills me while I’m unable to do anything about it.

Most annoying part in the dungeon by far for me. More threatening than any of the bosses or puzzles.

No doubt this was some badly implemented system to keep people from jumping on them and finding some exploit, but this glitching isn’t tolerable and can wipe you in the heat of battle. There needs to either be a fix for the warping or just removal of the generator debris altogether.

'Expansion' reduces playable content?

in Twilight Assault

Posted by: Syncourt.5906

Syncourt.5906

This absolutely sucks.

I’m really beginning to lose faith in this game getting any better in the future for PvE. Whoever is in charge of making all these decisions on the game’s PvE direction needs to take a good hard look at the game they’ve made so far and what the PvE really lacks. Most especially at the amount of permanant group content worth doing.

In a game where the main criticism is in the lacking amount of PvE content, it’s a clear sign that you shouldn’t be wasting time on the temporary ‘filler’ content we see in the living story. Not that it’s bad to have, it is a good idea BUT you need to build up enough permanent content before you can start wasting time on stuff that will only be removed after a month.

It gets even worse when the living story content is typically rushed so much trying to push out constant filler content each month that the content isn’t actually very fun to do. People rush to do them and check off limited time rewards and achievements, then ditch the content completely. Often just glad the whole thing is over and they can forget about it.

Holiday event’s are a different story as they re-occur. They are likely to have more work added to them to enhance their quality on return (like SAB for example).

Dungeons on the other hand, people go back to. The true dungeon fans in the game who play them just for fun enjoyed most of TA’s f/u path even if the final boss was rather dull. It was still a very playable path and enjoyable if you knew how to deal with it all. I play every dungeon because I just enjoy them. f/u was nowhere near content worth removing and was just another path I ran just for kicks. One fight was it’s only downfall and that wasn’t even a big problem. It was dull but nothing a couple of tiny tweaks wouldn’t take care of.

The real reason nobody played it though? Because apparently in this game, all of the challenging/long dungeons give poor rewards. People won’t go through difficulty on a regular basis for a pat on the back. Especially with options like CoF. One of – if not the easiest dungeons in the game and yet the most rewarding. If it weren’t for CoF path 3 giving tokens used for zerker gear, I bet people would play that one just as little as TA f/u. I can’t believe that the people running this show can’t yet see that everything comes down to the rewards when talking about the number of people participating in PvE content.

If Anet are so willing to throw away TA f/u so easily while also deleting some really fun dungeon content like the Molten Facility after a month, i really fear for the future of the game. Will they remove other content I enjoy just because a lot of people didn’t like it? Have they even clued on to the fact that permanent dungeon content is completely lacking? How many more years are we going to be running the exact same dungeons for? Are they ever going to make the other dungeons that I like playing somewhat rewarding and give me viable choices of where I would like to earn my gold?

So far I’m not seeing anything really convincing. I’m at the point where I expected the new TA path to be temporary. Then I find it only gets worse as they remove an already functioning part of the game that was at least some form of the content which we lack. Then the decision to make it level 80 instead of the 55 that it was replacing, all seemingly in some strange way to make it look more like ‘end game’ content. We have level scaling for a reason, it didn’t have to be 80.

This isn’t additional content. This isn’t even a replacement. Anet has effectively removed content from anybody between level 55-79 and given a replacement to level 80s. There is no dressing that up. This is simply a horrible design decision and has not helped the lacking content situation at hand for people like myself who enjoyed f/u.

Endgame PvE: Difficulty comes down to dodging

in Guild Wars 2 Discussion

Posted by: Syncourt.5906

Syncourt.5906

Try having an Australian ping of 250 minimum. I really dislike the difficulty revolving around dodging as the main damage mitigation especially due to this. You need even faster reflexes than other players to be able to handle the delay in enemy tells because you can be hit and knocked down half way into your dodge roll. There is a huge difficulty disadvantage to anybody playing on a non-local server.

When the molten facility was out, it was a horrible experience trying to time your jumps on the waves the boss released. With how quickly the waves were thrown at you, in the end I had to figure out that if I actually jump into the wave, I would succeed in avoiding the knockback. Which to me makes the mechanic look extremely stupid.

I do often get tired of being defeated by my ping with the necessity to time dodges in advance to what I can actually see to be able to avoid death, when I am otherwise perfectly capable of playing the rest of the game. I can deal with it as I do have pretty good reflexes and do still manage to dodge a lot of it, but it would be so much more fun if the difficulty came from somewhere else.

Camera motion and target selection w/ 1 click

in Bugs: Game, Forum, Website

Posted by: Syncourt.5906

Syncourt.5906

Anything that can help to fix the horribly annoying targetting issues in this game have my full support. As my biggest gripe, I really wish Arenanet felt the same.

An option to disable right click targeting

in Suggestions

Posted by: Syncourt.5906

Syncourt.5906

Are you trying to tell me that these toggles are harder to create than new content? If the only part of my post you can focus on is the fact I called it easy, when comparing it to the hundreds of other things being implemented then I think you have missed the point entirely.

An option to disable right click targeting

in Suggestions

Posted by: Syncourt.5906

Syncourt.5906

It shouldn’t be just “on the list” It should be in the next available update.

It should have been in the last 20 updates.

The fact that they have just swept this under the rug for this long is simply absurd.

It NEEDS to be changed. There is no discussion here.

Exactly.

I’ve been playing almost every single day since the release and I just cannot get past this decision to delay such an easy toggle fix. My single biggest gripe in the game as it stands is how easily you can lose your target. It really is pathetic.

But this isn’t all that makes the GW2 targetting system so horrible. It could be made incredibly user friendly for all playstyles by adding just a couple of toggle options:

- Enable/Disable clearing your target by clicking on the ground.
- Enable/Disable aiming target area fields with the center of the camera (still showing a field and requiring a confirmation click/skillpress if fast cast is on or not).
-Enable/Disable target cycling whith closest target key (or just make a new hotkey altogether).

These would improve how well the game controls dramatically. Some people don’t like the targetting system at all, adding alternatives and a little customization based on player preference would be a really good idea.

But for now after so long playing as it is, I would seriously be excited just to hear about something as simple as un upcoming option to disable right-click mouse targetting. Even more than ANY of the content updates.

Cheesing Dungeons

in Fractals, Dungeons & Raids

Posted by: Syncourt.5906

Syncourt.5906

what are these mystery exploits you speak of? ive never seen one post patch so either your talking about the past or you just a pro hacks?

skipping is not exploting, its been confirmed.

There’s skipping via running/stealth, then there is skipping via glitching the terrain which is still very possible on CM. Definitely not the same as running.

There are also still many positions where bosses or enemies have reduced functionality, like the CM P1 final boss, jumping on the hut causes many of his forward attacks to miss but still hits you with just enough not to trigger invulnerability.

There is also a position on the HotW P1 Boss very similar. There are pillars in AC P2 that can be jumped on in the mortar room to avoid the necro and ranger ground traps.

There are many exploits that remain still. They only fixed the ones where you literally couldn’t be touched at all. But it remains that as long as the enemy can scratch you with at least one puny attack, that’s all it really takes to avoid triggering invulnerability.

Cheesing Dungeons

in Fractals, Dungeons & Raids

Posted by: Syncourt.5906

Syncourt.5906

To skip, to cheese or to kill all enemies in a dungeon. Everyone has their own way of handling the situation of a dungeon. If you do not like the way they handle it?? Then perhaps you do not belong with their group. You will only ruin it for the rest of the population (that is probably hanging by a thread) of the game itself. Once again it comes to.. this game is for EVERYONE. Not just you! Why can’t people see this??

Figure I put in my opinion too hehe

Funny that you say that. In my experience, if I join another party, I play the way that party wants to. But around 80% of the time if not more, when people join us having done said dungeon before, they automatically assume we are going to exploit anything possible. Not only do they assume it, but attempt to take control of the group. They charge off to the exploit and start telling everyone else to follow them. Only once have I ever seen it the other way around and only once have I actually seen somebody suggest an exploit but accept that the group did not want to use it.

I don’t care if other people want to play differently to the way I do, but I am sick to death of people joining us and basically demanding that we exploit everything possible and ruin our enjoyment by doing so whether we join them or not.

Every time they end up luring an enemy into some cheesy location that bugs a boss out of attacking or acting properly, it ruins the fun for those of us who want to do it properly as intended by the developers.

If you are not willing to play either with or without exploits, at least have the decency to confirm that your playstyle of choice is in fact the one that the group will be going for before you enter a dungeon with them.

It’s really sad that this game has a community that for the most part expects people to exploit.

Three things that need changed.

in Fractals, Dungeons & Raids

Posted by: Syncourt.5906

Syncourt.5906

For newbies who cant skip, its too hard while exp groups end up using portal and stealth to bypass it, rendering them worthless but wipe bad groups

Where you get the nerve saying people who do not enjoy running away from an intended fight are ‘bad’ or ‘newbies’ is beyond me. Thank god Anet are a smart enough not to intentionally design any section of a dungeon to rely on having a specific skill in the group else fail. I don’t know why you think there should be only one way to do it, what a boring and unadventurous point of view you have on gameplay.

TA f/up Tree battle is boring. Easy fix.

in Fractals, Dungeons & Raids

Posted by: Syncourt.5906

Syncourt.5906

This boss fight is easily the worst for me. It’s not about difficulty, skill or fun. You kill a few spiders, then spend the rest of the fight dodging one single attack he does where he slams his left fist into the ground while ranged attacking him from out of dangers range. Worse, you can’t use any area attacks on the boss or it will aggro an uncontrollable number of spiders.

Seems fine if you have a rifle, or a ranger with a longbow and specced into single target damage. But any class traited toward melee combat or AoE attacks is going to have one really boring time once the initial spiders are dead.

The spiders mechanics need to change. Make them come out in appropriate and combatable numbers only at certain intervals, aggroing directly on to any players within attacking range of the boss. If combat breaks and the tree heals up, the spiders should despawn. Let us get in there, melee, AoE or whatever we are built for instead of forcing us into a single target ranged fight.

This way we can fight the nightmare tree properly and when the spiders spawn, deal with them accordingly while keeping close eye on the nightmare tree’s main attack in the process. Kill the spiders then get back to DPSing the tree before the next lot spawn. Maybe even throw in some plant seeds like the mortars, but they grow and burst a couple of spiders out of them if not destroyed before they hatch.

Three things that need changed.

in Fractals, Dungeons & Raids

Posted by: Syncourt.5906

Syncourt.5906

TA is fine if you understand the mechanics. The only boss that is really tough is the mesmer in forward/up, most particularly from her ‘ultra OP’ chaos storm that she seems to throw out every 10 seconds, dealing very heavy direct damage along with the conditions. Although a guardian is almost necessary for smooth runs thanks to thier ability to clear blossoms easily on the move without fiddling around with targetting.

HotW P1 boss seems fine, not sure if this was changed in the polish patch, but it seemed a lot quicker in the run we did. Haven’t done P2 or P3 since the patch to see if the HP was lowered on the underwater bosses, but I agree they did take way too long last time we tried those. The land based bosses however aren’t too bad. I do find you can take more heavily DPS based group into these though as most bosses are just about kiting and dodging the odd special attack.

CM there are almost no problems with it again, knowing the mechanics. The only part I am still trying to figure out is the large bandit mobs after the 2nd boss in P1. Seems there is a good reason most groups will glitch the mountain to avoid them when the alternative is often getting run over in a matter of seconds by a stampede of angry bandits that syncronize thier attacks to instantly down any target. Can’t say much on P2, we just avoid that altogether due to the silly powder keg part usually taking perfect organization and often more time than the rest of the dungeon.

That CM P1 part though… defeinitely needs some tuning. It’s beyond rediculous.

(edited by Syncourt.5906)

Smash The Town Isn't Bugged

in Wintersday

Posted by: Syncourt.5906

Syncourt.5906

Did this with friend today… we destroyed everything. No achievement. After some time of running and searching we found little tree we missed and we got achievement.
It would be nice if they implemented some kind of progress bar for tracking these kinds of achievements.

Maybe if people, who destroyed some buildings, leave the party before you get it, then houses destroyed by them don’t count? I dunno. But people should try the solo way if they have trouble otherwise.

Nope, achievement is awarded to every player in zone upon destruction of last piece of decoration. Mobs destroy them too sometimes.

This was my hunch exactly. I completed the dungeon with a group and then went for the achievement after grabbing the chest. The group dispersed and at least 2 went offline while still in the party. Spent over an hour and a half looking for the last destructible to no avail, doing clean sweeps of the area with cyclone axe, following the tips for most hidden objects in this thread.

Figured it had to be bugged due to the players that left so I exited and re-entered solo, went straight for the smash achieve and got it in around 10 minutes.

Duel in everywhere !!!

in Suggestions

Posted by: Syncourt.5906

Syncourt.5906

All they need are 2 options.
- Hide duel requests.
- Hide dueling players skill effects (or deuling players, whatever).

Deuling keeps people occupied while waiting on other players and shouldn’t be restricted from any zone except SPvP.

WvW can tell you that you are taking up player slots when full and give you a timer to end the deul before kicking you out of WvW and completely restrict deuls when the population is nearing the cap. Deulers in dungeon should be allowed to be vote kicked if they are causing a problem, without penalty to the remaining group.

Everybody happy?

limited access objectives in monthly achieve

in Suggestions

Posted by: Syncourt.5906

Syncourt.5906

My point is that the monthly achievement should be something you can work on at any time during the monthly period, regardless of your character being level 80 and not something that you have to be on during a specific week or weekend for.

limited access objectives in monthly achieve

in Suggestions

Posted by: Syncourt.5906

Syncourt.5906

For level 80 toons. Those without level 80s that are not on all weekened have the remainder of the month to max a character and then participate in the fractals/shores.

Halloween also had a similar achievement, I think it was consumed candy corn though I can’t remember for sure.

Make players invisible, not mobs

in Suggestions

Posted by: Syncourt.5906

Syncourt.5906

Agreed. This was just as bad during the halloween party event. You could see a stupid amount of characters swarming next to you, but if mad king moves 15ft away he suddenly becomes not only invisible, but you could no longer hear his ‘mad king says’ commands (not that they ended up being worth 100 percenting).

limited access objectives in monthly achieve

in Suggestions

Posted by: Syncourt.5906

Syncourt.5906

Seems a bit backwards that I could spend the whole month playing every day across alts. but then miss out on a single event weekend only to find that I missed my only opportunity to complete the monthly achievement.

It was similar across halloween, I felt pressured to be in the game every single day across the event just to complete the required so called ‘monthly’ objectives.

Monthly achievements should consist of objectives you can complete throughout the entire month and should not be specific to only level 80 characters.