Showing Posts For setilight.8713:
I can’t believe some people are actually defending this system!
1) You shouldn’t have to use a 3rd party site to play a game. Also most players don’t use the forums and won’t learn about the site.
2) As time goes by it will only become more difficult to find a group.
3) Even if you have a guild and a regular group, sometimes someone can’t play for whatever reason. In this case the group has to get a random to fill the missing spot, and although it’s easier than making a group from scratch, it still tales longer than it should. 4) For more casual gamers, who only have 1h-1h30m to play, waiting 30m for a group is not acceptable. And it’s not what ANet promised.
Finally, all MMOs are works in progress, but ANet has had some inexcusable failures on the dungeon part of the game. From patches that simply break dungeon paths, indicating that little or no play testing was made, to a great new dungeon with a progression system that broke after the first week.
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For me a dungeon should take less than 30 minutes, after you know the mechanics of the fights. More than that hurts casual gameplay.
In my opinion Story Mode should have exactly the same rewards as Explorable because:
1) It’s not easier or shorter than the fastest Explorable path for most dungeons. Also, all explorable paths give you the same amount of tokens, regardless of dificilty, so this wouldn’t break the system, more than it currently is.
2) It makes sense for someone who completed all the paths of a dungeon to have enough tokens to buy an equipment item from that dungeon. Usually the cheapest item costs 210 tokens, requiring repetition of a path.
3) It would help new players get groups for Story Mode and add more options to those who are farming tokens.
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Indeed.
I was in an overflow server, at Cannach’s folly waiting for the event to start, with a few hundred people. There was no lag. We were playing just fine. Then the event started and all hell broke loose. Latency spiked, skills were unusable and a minute later I simply got disconnected. Tried to log back and got disconnected immediately again.
As a software developer, I know stress tests for complex systems are a pain to do, but if you can’t afford to do them, then it’s better not to create events that cause stress that you are not prepared for. In the case at hand, even though ANet showed the best of intentions, it managed to aggravate the current players and probably scare off everyone that took the free trial.
I hope there are some Karka to kill outside these events (for the monthly achievement), because I got a grand total of 9 kills from this one…
This event is unplayable and should simply be cancelled, or postponed until ANet figures how to fix this lag. I’m actually suprised this is happening, because I can’t figure out the point of having overflow areas when you’re not going to distribute their load across servers, which is what is apparently happening.
As a part time mesmer, I only use the moa transformation in sPvP, where 2vs2 and 1vs1 are more common. In WvWvW it hardly has any impact on a battle.
Still, I’m always against mechanics that change player bars or remove character control from a player in PvP, so I would approve if the skill was replaced with something else.
Looking forward to having you back on the battlefields.
I really hope this week didn’t hurt our WvW permanently. I feel that being promoted to tier 1, only to have our biggest guilds disapear, leaving us outmanned on most maps, severely hurt Desolation’s morale.
totally dissappointed from desolation so far.
we like totally suck these last 2 days, dunno what happened. in prime time with queues onto every map we still get our kitten handed to us.
very very sad ..
We’re getting our kitten handed to us alright, but I haven’t seen those queues you talk about. Last night we only had people on the Eternal Battlegrounds and the Desolation Borderlands. Everywhere else was empty.
Like someone else said here, Desolation doesn’t have enough big WvW guilds on EU time and Ruin alone can’t carry the whole server.
Edit: On a positive note, I still had fun getting slaughtered by Blacktide . Their tactics and organization are very impressive.
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/agree on everything.
Yes, please do. It’s hard to believe those guys took down Dragon Champions and intended to kill an Elder Dragon when they go down 10 seconds into every fight.
In my opinion no harm would come if they were actually invulnerable, since you don’t get any good loot from story mode.
I did Path 1 last night with guildmates.
The first two bosses were somewhat complicated, because of the constant spawning waves of mobs, but we managed to kill them with a few wipes:
For the first boss we just ran up the path with swiftness, killed the Azura that accompanied the golem and ran back to the safe spot to kill the mobs. Then we ran back to the boss, killed it and wiped.
For the second boss we just slowly made our way up the path killing every wave and running only a few virtual meters between each wave. When we reached Nokk we wiped again, but we realized that the waves wouldn’t engage us if we hugged the door, down the ramp. I used a revive orb, so we didn’t have to fight all the waves of mobs again and we killed Nokk easily that way.
It is doable but not fun at all… In my opinion, the waves should stop during boss fights, or at least there should be a place where you could fight the golem safely.
I was planning on doing this path tonight. Can anyone confirm or dispute that too many recluses are spawning?
@OP
Your post implies that you gave up on that instance. Did you? Or did you manage to kill the boss, even with all the mobs?
Unfortunately I decided to try Path1 yesterday, for the first time. After wiping a few times against an endless stream of mobs I went to a YouTube guide of the dungeon where they used the kite a grenadier trick. Tried to do that, but maybe I didn’t get how it works, because endless mobs kept coming, even when the previous patrols were alive and fighting.
We quit after 40 mins where we only managed to get the 1st golem to 60%.
I saw this a few days ago. Veteran mobs kept spawning every 15 seconds, give or take, and they despawned randomly. My group’s best try got the boss to around 30% by killing the berserkers and ignoring other mobs. We tried killing all the mobs, but they spawned faster than que could kill and we tried ignoring them, which got out squishier Party members dead really fast. The mobs would not despawn on a wipe, making the encounter even harder after each failure.
On other runs through this path no mobs spawned and Aldus was pretty much a faceroll encounter.