Showing Posts For Ayochak.8293:
To correct what I said earlier the Champion Risen Drake Broodmother of Cursed shore is doable, but it just became so difficult that most players don’t kill it.
I soloed to around 50%, then a guardian came to join the party.
After a long and epic fight we prevailed and we each looted a blue item.
A better screenshot of what we are talking about.
It’s usually around 15 mobs and often a vet abomination.
Nice one, gg, but they can also be single pulled with most single target weapons.
I killed the whole pack a lot of times.
This pack of event mobs not despawning should be reported in bug section.
This event is near impossible AND bugged.
This event is long and hard to solo but is doable.
I don’t know what profession you are playing but if you want to solo events with lots of mobs you need a defensive build with some healing.
I soloed all of Malchor events except temple priestess ones and aquatic ones.
The rewards are crappy, it’s just for the challenge.
You don’t have to do these events.
But if you want to do them for fun, you need to adapt your build to your playstyle.
Be warned however that ANET is making some of these DE harder.
Mostly the ones with champions, in last patch they all became crazy.
Maybe because otherwise they can be soloed by weird solo players.
So now finally nobody is doing them.
If your mostly do PvE you can keep using D/D and work on good Death Blossoms routines, with caltrops on dodge and caltrops utility skill.
No, my main is a thief and like Fenrir said they can do very well at PvE.
I soloed a few dungeons myself (only finished Caudecus story tho), and I’m a champion hunter (I’m killing several champions each day, at least 2 or 3).
Maybe you need to read the thief forums and try a few different builds.
Personally I run a heal & bleed build and my DPS totally sux.
And I’m running D/D.
I melee.
My full zerker armor sleeps in my bags.
I’m no longer using it.
Thieves can do a lots of things in PvE that warriors can’t do.
The thief profession is better at adaptation, tricks, evasion, attrition.
But these things are useless in dungeons because GW2 is not an adventure game.
The word adventure implies the unexpected.
When the essence of the gameplay becomes speedruns there is just efficiency in repetitions of the same moves.
In this category it’s hard to beat the warrior.
There is no room for adventurers in dungeon farming.
If you want to enjoy the thief profession, and play an adventure game, go roam solo the maps in PvE (or WvW).
Make waypointing into major cities free for all characters who completed these cities maps.
The new veteran chickens of Malchor’s Leap’s event became very nasty.
But before that they were really too easy.
Now you better have at least two players to do it.
This event is now properly tuned imo.
You just need to learn the new attacks of the mobs.
But why making this event harder if you don’t increase the rewards?
Less players will do it now.
I guess you are talking about the champion risen knight OGDeadHead.
I used to solo it before, it was often up as nobody was killing it.
I just spent around 3 hours trying to kill the new version.
I’m stopping because it regens up when it uses its vanish ability.
I can cope with the frustration of my deaths but not with bugs like this.
All players who tried to help me died.
I saw a lot of groups passing by, farming, they didn’t stop to do the event.
Nobody is killing the Champion risen knight.
Champion Risen Drake Broodmother became insanely hard.
As an expected result nobody is killing it anymore.
It’s a weird policy to “ameliorate” a game by making some of its content impracticable.
Grenth pre-event was called on map.
I joined the fight at cannon.
We all wiped, like 9 players down.
There was so many AoE on the ground that there was just no chance for anyone.
Nobles can ground AoE but now it seems they added this ability to Vet Wraiths too.
Stacks of ground AoE, that’s what we get in events now.
Chain dodging can’t even protect you from them, all you can do is fleeing.
What players zerg need to do nowadays is running in large circles to avoid the ground AoE pulses.
Benny Hills tactic ftw!
Risen nobles AoE are a serious issue.
Stacked ground AoE are dealing too much damage.
(In champion form it’s even worse the ability becomes ridiculously overpowered.)
I think it’s rather obvious that this was implemented as an anti-zerg ability.
They need to lower the damage on the pulse and add a condition instead.
I would suggest blind.
Blind spam would create a nice anti-zerg effect without automatically killing anything that stands in a stack of AoE.
Like instantly killing the NPCs you have to escort.
Most replies contradict themselves here.
You are promoting challenging content AND advise players to either skip it or gather enough force to stand a chance to win it.
You are trying to prevent changes that would enable players to actually fight with their own character instead of using numbers or tricks to bypass difficulty.
You don’t want difficulty, you defend something that looks like it but is not.
A mob you can’t beat and must either bypass or zerg is not difficult, it’s just silly.Who’s bypassing difficulty : the player that makes creative use of environment, items and skills to get the skill point without killing the champion or the one that makes a “Champion OP, nerf it to Veteran status !” post?
Nobody is killing this champion.
Very few players are using trick to do it solo.
What happens is that players are asking help to create a diversion.
That’s what I did with most of my characters, that’s what half the posts here advise to do, you can read them.
So since it’s the most common solution, that’s what you are promoting: skipping the real fight by asking help to create a diversion.
Let’s not forget what this is about: this is about a skill point for map completion.
It’s not a group event.
And most group events are way easier than this champion.
Soloing arena event is easy, soloing a giant risen is doable, but this champion is unbeatable.
This champion is OP because of its AoE ability with teleport and CC component.
I’m insisting because this type of mob ability should be nerfed, and not because I care about this skill point.
But I also think that it’s a bad idea to put champion guardians at map completion points.
Most replies contradict themselves here.
You are promoting challenging content AND advise players to either skip it or gather enough force to stand a chance to win it.
You are trying to prevent changes that would enable players to actually fight with their own character instead of using numbers or tricks to bypass difficulty.
You don’t want difficulty, you defend something that looks like it but is not.
A mob you can’t beat and must either bypass or zerg is not difficult, it’s just silly.
Map points defenders exist to be fought and defeated.
Asking for balanced defenders is actually asking for a fair challenge.
Creating a diversion to skip them because they are unbeatable (unless zerged) should not become the default solution.
Telling players that they should get better at skipping content is probably quite far from the ideal answer to such issues.
It’s at Noose road skill point.
I agree and this is not an L2P/challenge issue.
My play style is most exclusively about soloing PvE.
I’m hunting champions with my thief.
I killed the eye king, I kill champion giant risens, the champion in labyrinth…
And I can tell that the champion at this skill point is overpowered.
I tried to kill it about a dozen times, no luck so far.
Anyway all the mob types (noble and one another) that AoE “wells” since the patch that changed them are overpowered.
When it’s trash it’s not a big deal (unless they are too many) but the champion version is stupidly strong because they added a CC component (it “drags” you in)!
This one and all the ones that AoE “wells” like that are usually never killed by players, like the one in Karst plains catacombs in Malchor’s leap, and some others.
Because they are way too powerful and offer zero reward.
Skill points should be guarded by challenging mobs, but not by overpowered ones that are stronger than most of the group events ones.
I finally managed to solo this event.
For a time I thought that it was not possible, spending as long as 30mn chain killing the mobs, hoping for a random player to pass by to help me rez some npc.
But if you can handle the mobs and catapults it’s all about choosing when and where to rez some npc to assist you.
I agree that the event seems very hard at first , you also need a defensive/healing build to stand a decent chance solo.
(Using a very defensive PvE heal/bleed thief here)
Mob resetting and regenerating ultra fast was surely the major issue of the PvE lone thief.
As a solo thief hunter of champions I must admit that the frustration generated by a champion regenerating after 15mn of very intense fight makes me shout insanities at my computer.
Even on trash it’s very annoying, especially when they RUN away once you stealth.
I even posted a thread complaining about this issue.
I’m afraid that this recent nerf COULD be a lazy fix for this issue?!
Mobs AI should be fixed and go through a different process upon loss of all threat or for being too far from their spawn point. ( I won’t post possibilities here; it should be done in a separate thread.)
IF this is a fix to help the solo PvE thief then it’s ugly and stupid.
Don’t complain at Anet that your dog is barking, they would kill it!
IF it’s about nerfing the grouped PvE thief, so in dungeons, I don’t see the point at all, since our class desirability is already quite low, and Anet knows it, so why making it even lower?
Mobs before the nerf: “What the… WHERE is that thief again?!!”
Mobs after the nerf: “HAHA You CAN’T hide from us!!”
…
I created my thief after seeing how they could hide from mobs chasing them.
This nerf is a severe loss in style, flavor, fun, defense and support for the thief.
Whatever is the reason for this I hope it was necessary because a lot of PvE thieves are quite disgusted by this.
Sad.
I tried solo with thief and an undergeared necro and it’s really just the drakes posing issues.
Rest is rather L2P. Take a minute to change one or two utility skills maybe.
This is one of the most annoying thing happening to us in solo PvE.
In a middle of a random fight using stealth as a routine to backstabb the mob occasionally sprints away at insane speed.
They sprint away faster than swiftness and of course they usually begin to ooc REGEN.
Sometimes they even decide to come back after some regen.
My question is simple: Why does mobs have to be programmed to run faster than players when they break fight? They should walk back, not run at super speed.
And even then, my alternative suggestion is that mobs should pause a few seconds when they lose their target instead of rushing back immediately toward their spawn place at unnatural speed.
Last time it happened on a reef drake I pulled away from Broodmother with scorpion wire. I used C&D and the drake sprinted away ultra fast, like in an accelerated movie.
D/D acrobatic thief here, I hunted solo the new mobs for fun.
(As a lot of players do).
Karkas are ok, even if their ranged attack salve is too long and near impossible to chain dodge if you are in range, it does have an animation and can be interrupted.
Reef drakes attacks are really broken, making the fights unpredictable even after trying to learn how to fight them (unless range kiting from very far yeah ok).
-Retreat hits are too fast for the damage it does. It needs an animation. We need a chance to dodge or interrupt it.
-The confusion ae fires immediately (in combo?). Making the red circle warning useless (there’s a pack of smoke created at the spot anyway). Add a casting time. We need a chance to dodge or interrupt it.
-Tail Swipe is a ranged attack?! Seriously? Sonic attack of invisible force kung-fu? I would suggest reducing its range or add a visible projectile (a wave of force?). However it have an animation at least.
I think its important that mobs retain some credibility and visibility in their powerful attacks.
Attacks able to deal over 10k damage should have an animation and a casting time.