Showing Posts For nagnag.4058:

Please tone down the health pools of Marathon Bosses

in Fractals, Dungeons & Raids

Posted by: nagnag.4058

nagnag.4058

First of all I genuinely don’t think that the hp are that big of a deal. Some are really high – but hey: those are boss fights – and they don’t take much more than 10 minutes – they might feel longer but i don’t think reducing hp would change that.

That being said I like the idea of some kind of barrier before and after each area.
Maybe a short jumping puzzle (5-6 stones should be enough) with a drop at the end so you can’t pull mobs out of their area. This would also make it harder to get to the next area without killing at least a little bit of the trash (i’d prefer jumpin because you know – gates might not open/bug out, leading to lots of frustration).

I would also like to see them adding a few more mechanics to bosses to make the fights more interesting – there is only very few bosses that require some kind of teamwork (like giganticus lupicus maybe).

Most bossfights can be explained in 2 sentences.
It’s usually just a “don’t waste your dodge for fun – use it for channel/aoe/combo” and “oh one person needs to take care of this or that special element” – two sentences written —> almost every boss is doable with pugs
Although that’s not a bad thing – seeing that there’s people out there who are unabled to hold out against three (or five?) normal mobs in the CoF path with the flame barriers – I think that the challenge is too hard (for newer players) and too easy (“just a lot of hp”) at the same time as it is.

Also reducing the boss hp by 25% might be a little too much.
It might make dungeons less frustrating if you’re getting frustrated by just pounding on one guy for a few minutes – but i think that a better solution would be to make the bossfights more interesting – although that might lead to more people saying dungeons are too hard.

So my suggestion would be :

  • maybe implement a difficulty indicator for each path – this way new players don’t get frustrated by taking the most difficult path on their first try.
  • Give some bosses a few new mechanics so they get more interesting. Like giving them more offensive capabilities (not just more dmg – different attacks/more cc) and/or a nice boss room u need to utilize to be effective (for example: every tree-boss in TA should have “Pulls”).
  • add barriers in front of and after each section of every dungeon to make skipping lots of content less rewarding
  • this might lead to lower hp pools in the end

(wow just realized that this is a lot of text)

(edited by nagnag.4058)

Video Guides To all Explorable Mode Dungeons

in Fractals, Dungeons & Raids

Posted by: nagnag.4058

nagnag.4058

i know this will go a bit OT so sry for that but, i watched the up TA path (didn’t really watch the other dungeon videos) but i think you should’nt use an all-ranged comp for TA if avoidable at all. as someone else said melee is superior in this dungeon – by far. i didn’t play all classes yet (in this dungeon) but i know that elementalists (like d/d here), thieves (found s/p the best one for melee in this dungeon), guardians (using anything – even staff works great in melee range), warriors (even 5 signet GS ones) and mesmers do have an easier time in melee range in this dungeon (with exception of the spider on “up” – which requires a lot of movement for melees).

actually for me every single dungeon seemed to be easier if i did’nt go in with an all ranged group – most encounters encourage having melees because they force mobs to use their respective melee attack or at least summon their AOE in melee range which takes damage off the “ranged” guys – btw you do know that you have weapon swap and heal right?

it’s really like this: if you ever went in with a group that was balanced it’s a huge pain to go in with an all ranged comp. and i’m not talking about certain encounters (like the spider on “up” – which is very easy if you go all ranged and more difficult for melee) – just generally clearing trash in seconds (the 4 dogs can be killed in approximately 20 seconds if not faster).

I’d really prefer if guides posted on the official forums would only feature the “intended” way – so no skipping mobs, no standing in one point nuking because mob can’t hit you there, no standing outside of the intenden boss area and “outrange” – nothing like that. I’m not saying this is generally “wrong” or anything i don’t care about whether you want to farm a specific way. But my main goal is having fun in a dungeon (and of course getting some nice armor from that). But this is made hard by people just generally being no help at all because they read somewhere that “you should go range only in this dungeon”.
5 signet warrior with longbow AA only FTW!

Option to turn off "double tap" dodging

in Suggestions

Posted by: nagnag.4058

nagnag.4058

It’s in the game. In your options menu you can check/uncheck double-tap to dodge.