Showing Posts For Tukaram.7920:
It seems to be a general thing, but to have a complete list you can add Malrona’s Venom Spray (TA UP).
Offtopic question: Have any of you find something strange with the hitbox of some bosses? like they are smaller or not aligned with the model.
(edited by Tukaram.7920)
they would have kept the bug and turned it into the feature.
This. Some bugs have the potential to become features, great ones, and improve your game experience. It’s up to Anet to make this changes.
What a I wanted to show with my example of Alphard is the inconsistency in dungeons. The first thing I think with each update is “Did they break something (else)?”.
The Detha example is spot on, because a huge percentage of the bugs that populate all the dungeons since release are related to a NPC. I think that we all know at least a couple of situations (outside of AC) where the path breaks with the death of a NPC (and the missing triggers of that NPC).
GW has a really weak trigger-check system. For example, a NPC needs to start a dialogue and then open a door to advance. Something like this:
- -> [1st dialog. trigger] -> NPC starts speaking -> [2nd dialog. trigger] -> NPC finish spaking -> [door trigger] -> Door open ->*
The problem here usually happens on the second trigger. Lets say that, between the first and second triggers, you and your party teleport to a new WP ahead of the second trigger. The NPC is also teleported with your party to the new location so he/she miss the second trigger. As a result, the instance’s script breaks and you have to restart the whole dungeon. A couple of examples of this behaviour are Tzarks dialogue, after the four borrows event in AC path 3, and Ferggs initial dialogue in SE path 1.
TL;DR. Revamp/fix the scripting system, reduce the interaction of NPCs in critical and/or game-blocking situations and don’t have fear about experimenting with new mechanics, even if they started as a mere bug.
The problem with Grast is that he now use the new stability. When Grast use his protection bubble he only has one stability stack. Then the Colossus strip his stability and interrupt the bubble. At this point Grast keeps recasting the skill but only the animation is show.
A way to solve this is to give Grast more stability or use the old stability on him.
ha, that`s the problem I guess
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the weird thing is that I thought bosses (ans also NPCs?) will have this “stabi bar” like I rerember the wyvern had. Colossus Rumblus didn`t have it (yet?)….
That’s the thing. I thought that Anet would implement the whole system and release it in a single update (or in the expansion).
TBH, there are a lot champions and legendaries to convert to this new system and a lot of room to screw things up. Plus the fact that dungeons are not exactly hight priority in Anets bug-tracker (Alphard “surprise” bombing anyone?).
The problem with Grast is that he now use the new stability. When Grast use his protection bubble he only has one stability stack. Then the Colossus strip his stability and interrupt the bubble. At this point Grast keeps recasting the skill but only the animation is show.
A way to solve this is to give Grast more stability or use the old stability on him.