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...Hopefully not another Temporary Dungeon [merged]

in The Nightmare Within

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Bragdras.9572

It’s all I’m curious about really, I really hope it is, especially since it (seems) has randomized parts, at least in the enemy roster?

.. Yeah yeah the music is awful yadda yadda but only in conjunction of that trailer, but they’re fine on their own.

"Much more insidious enemy"

in Tower of Nightmares

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Bragdras.9572

It’s pretty much going to be a random pool of enemies / bosses (which is cool) and an achievement will be about encountering every single types of these enemies / bosses (which can be cool, depending on what the dungeon is like).

It better be permanent, after so many good choices of what should stay as permanent lately.

Finishing NPCs in PVE - Yes please!

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Bragdras.9572

It’s inconsequential in groups, but it gets tedious pretty quickly when soloing. If your weapon set is primarily single-target only, you can’t keep damaging a downed target because it means you’re not damaging other, still active enemies who are more dangerous. And you can’t completely ignore the downed guy either because he will Bandage himself back to full health if you leave him alone. This tilts the balance in favour towards cleave weapons and professions with AoE skills, which I think is something that should be avoided, given how much PvE already favours these.

Not true, you can simply interrupt the downed target’s self res by hitting them once, and then focus again on the other NPCs that might try to res for a bit, besides, damage wouldn’t be the only way to prevent them from ressing.

And rolling a build that has absolutely no access to neither cleave nor control whatsoever? You’d be basically purposely making a bad build, which really would have no place outside of openworld.

And if you’re in the open world, veterans are almost always on their own or with normal ranked enemies, which doesn’t matter cause normal ranks would still die and not res.
The only times there are more than 1 veterans spawning at a time in openworld is when there is more than one player, at which point it doesn’t matter if you can only damage one vet at any time.

And Veterans don’t always melt quickly in large zergs. If the Vets are also level scaled above player level, they can take quite a beating before going down. I’m thinking of one map in particular (Southsun Cove), where having Vets need stomping would just make the map even more unpopular than it already is.

Sentient / humanoid races only.. Karkas and animals obviously don’t fit this category of needing stomps.

(edited by Bragdras.9572)

Finishing NPCs in PVE - Yes please!

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Bragdras.9572

You know you don’t have to stomp them, you could simply damage them until they completely die out right? You can still damage other NPCs trying to res downed ones, and, if damage is inssuficient, use crowd control abilities.

Veterans only spawn in very high number when it’s at a point there’s enough player that they melt just as fast as they spawn, you wouldn’t even see the difference in such environment because you’d still be spamming autoattack left and right.

Finishing NPCs in PVE - Yes please!

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Bragdras.9572

After playing it for some days now, I can say: I hate this new feature. It kills the fun out of the PvE fights. Keep this stuff for PvP!

When I kill a mob in PvE I want it to stay dead instantly. It is annoying enough to have all the instant respawns which are still ingame in various places. It is annoying enough to have to fight moas, dear and pigs, while actually doing some LS event not related to them, it is annoying enough to have the LS event put in the middle of some normally already crowded spot anyway. We don’t need further mechanics to be annoyed while playing honestly!

Which is why I’ve clearly suggested that only “sentient races” at veteran rank or higher would go into downed state and res others, stomps would be reserved for dungeons though, you wouldn’t be bothered much in the open world, and dungeons would have a more interesting spin.

My idea of Glacial heart: complete overhaul

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Bragdras.9572

I’ve thought on something like this for a long time. I don’t think, however, it should remain in Valor.

This change feels mainly PvP oriented (it could be used for some weird anchoring in PvE, but I don’t feel it specially gamechanging), with Valor already being quite a powerful traitline for this game mode.
A lot of offensive PvP guardian builds heavily invest in valor for meditations. Specs like x/30/30/x/x hit like a truck, so giving them the ability to reliably stick to their oponents could be OP.

IMHO it should be a master Zeal trait. This way, it would be impossible to have it on the previous build, forcing the guardian to give up either sustain or damage.

Another option could be a Grandmaster Zeal trait “VoJ and utility skills apply chill istead of burning”. This would allow using tools like Judges Intervention and Purging Flames as long lasting chill sources without boosting torch into a monster.

Zeal traitline should be slighty modified in any case in order to make this kind of traits appealing. The way it is now, with all those symbol traits as minors, it feels a waste to invest on.

I was thinking of suggesting moving it into zeal, but if you think about it, keeping it in valor is best – especially for a meditation guardian, as it will have you make a choice between fury or chill access, having it in zeal would sadly make this skill simply not used, even if introduced ingame with my suggestion.
If anything, I could see the trait being moved to Radiance, and switching place with “shimmering defense”.

But no, I whole heartedly diagree on your suggestion of having a grandmaster trait changing all of our burning to chill, we would have way too easy of an access to chill with very little effort, by having Glacial Heart only affect VoJ, you put an interesting spin on VoJ and add a little more (much needed if offensive) snare to the guardian, while not simply adding said snare with no cost, since chill is such a dangerous snare.

My idea of Glacial heart: complete overhaul

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Bragdras.9572

The trait wouldn’t change all burning to chill, it would only affect VoJ, and having access to a 1 sec chill every 3 hits through supreme justice would make it worth it, considering you’d have to, after all, spend 30 points in the traitline that is all about virtues.

Keep in mind that the active on VoJ is largely used as a blind to avoid a stun, or other critical attacks, aswell as might stacking in PvE trash-clearing, you would essentially be giving up minimal (but not insignificant!) damage for more control.

(edited by Bragdras.9572)

My idea of Glacial heart: complete overhaul

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Bragdras.9572

Glacial heart, as it stands, is a near-useless, unreliable, gimmicky chill “access” for hammer guardians, we all know this, and we all know Arena-net tries to toy around with this each patches to make it more juicy, although so far, has not succeeded in doing so, as a result..

Here’s my input on what the trait could be changed into; the trait would still be a master tier in the valor trait, but the effect would be as such:

-
Glacial Heart
Your Virtue of Justice no longer burns the target, applying chill instead
-

This would change Virtue of Justice from:
-
Virtue of Justice

Virtue: Chill foes with every fifth attack.
Activate: You and your allies inflict chill on the next attack

Chill (passive effect): 1 sec
Chill (active effect): 3 sec
-

Obviously the point here would be to change VoJ from a slight damage increase through a condition to a controlled, no-damage snare.

Also, considering “Searing Flames” gets buffed next patch from a 20 second ICD to a 10 seconds ICD, an additional change to it could be as follow:

-
Searing Flames
When you apply burning or chill to a foe, remove a boon (10 sec ICD)
-

Other traits that affect VoJ in a way could also be adjusted to reflect the change, should you use Glacial Heart.

I feel these 2 changes could be interesting changes to these traits, but what are your thoughts?

Ugh This Looks Bad!

in Guild Wars 2 Discussion

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Bragdras.9572

All that means is that all those dead peoples haven’t learnt to stay within the glaze AOE during the projectile phase, it’s just the learning part of it, some people catch on, while others.. Never do.

Armpit Metal?

in Black Lion Trading Co

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Bragdras.9572

Shaving accidents, you don’t want to know.

On topic though, I guess it’s a unique touch, or simply a bug, but I don’t think they’ll change it.

Finishing NPCs in PVE - Yes please!

in Tower of Nightmares

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Bragdras.9572

While I wouldn’t want to finish every wolf and the wolf they summon, I think it’s a great mechanic and could make some DEs interesting here and there.

Yes, which is why I’ve suggested that only “sentient” races that are veterans or higher would seek to stomp and ressurect others, so that this mechanic doesn’t overwhelm you as soon as more than 3 npcs would be aggro’d.

ToN recipes/healing spell question.

in Tower of Nightmares

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Bragdras.9572

While I don’t know about acquiring the new recipes through the NPCs (you can still buy them through the trading post, far as I’m aware), the healing skill is permanent and you can unlock it with skillpoints, like any other slot skills.

Finishing NPCs in PVE - Yes please!

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Bragdras.9572

Well, let’s take an easy example – you could encourage players to switch their weapon sets more often in combat, say a warrior would be much more encouraged to switch to a hammer and use control abilities instead of going for hundred blades, or rifle butt if he uses a ranged weapon as secondary, etc.

A guardian might want to bring a shield for knockback, an engineer could be well encouraged to bring the ram-head gadget, or use flameblast, and any other control skills that “interrupts” your damage rotation.

(edited by Bragdras.9572)

Finishing NPCs in PVE - Yes please!

in Tower of Nightmares

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Bragdras.9572

I would love to have an overhaul to all “sentient races” NPCs to have them to in a downed state where they would help each others up, I really think this could put an interesting spin to dungeons in particular, where instead of going FULL berserker to dps down everything, you might want to have a few control skills to prevent them from helping each others up, they’d bleed out and try to use their #4 like players, of course.

Similarly, it would be nice to have certain npcs (just a few, in dungeons only for example) trying to stomp downed players, only their animations would be much slower, again, adding more reasons to bring a few control skills.

Now by “sentient” I mean enemies that you would not come as surprising to see them “fighting for their life”, all the humanoid-like enemies like bandits, inquest, sons of svanirs, nightmare court and flame legions would all be fit canditates for going into “fight for your life” state and helping each others up and trying to stomp, while animals, wildlife and minions (risens) would simply die as they do currently.

Of course, the key difference between a player being downed and an NPC being downed would be that enemy NPCs would be unable to res straight up dead ones, unlike players.

A way to not make this too present in open-world could be to not have this feature active on enemies below veteran level, too.

(edited by Bragdras.9572)

I have a dream!!...

in Tower of Nightmares

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Bragdras.9572

Complaining about Scarlet so cool hey let’s not miss the bandwagon guys

Can anyone really see through the clutter?

in Guild Wars 2 Discussion

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Bragdras.9572

One of the projects we’re working on in preparing the game to release in new regions is trying to make the game easier to learn. While a lot of that work is in the area of better tutorials, better level up messaging guides, and unique tutorials for specific mechanics we’re also evaluating UI complexity (and system complexity) to try and make information easier to see/consume.

Cleaning up the existing UI systems to make them less cluttered, more-stream lined, and better unified is part of this project and absolutely something you’ll see in the west as well, likely around or possibly even before we release the game in our next major world region.

And to get ahead of the next question: No, we have no solid dates! We’re still in beta in China and are testing and developing all of these new systems to make the game is easier to learn. We haven’t announced timelines for development any other major regions other than being in Beta in China at this time.

Something I am legitimately curious about is why the lack of interface customization, isn’t the best way for everyone here is to allow customization of the UI placement / visibility per player, ala Guild Wars 1?

NPC Rasmus' Staff Skin should be obtainable

in Blood and Madness

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Bragdras.9572

It does look neat..

http://i.imgur.com/VseFRHN.jpg

..And the physics are neat, but do you really want to carry a scarecrow with a pumpkin head the whole year round? The innovation would wear off quite quickly, I think.

I suppose more options wouldn’t hurt though.

Things I Like About Tower of Nightmares

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Bragdras.9572

3.) New skill! Haven’t seen this done since GW1, where missions could grant you new skills. Nice callback, Anet.

Uh, just about every RPG / adventure game ever? It isn’t a new concept.

“finish/during X quest/level, gain (insert name) skill/spell”

Quick examples:

Crash bandicoot, collect a new skill like body slam on the way through a particular level.

TES 5: Skyrim, do main story, gain FUS RO DAHHHHHH!!!

Among MANY MANY MAAANY others.

I think he meant that it’s the first new skill in GW2.

New & old halloween townclothes are back!

in Black Lion Trading Co

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2 Handed axes really need to be a combat weapon for guardians / warriors, look at the design and possibilities on these, hnnng.

700 gems each halloween costumes.. too much

in Black Lion Trading Co

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Bragdras.9572

Why can’t these costumes be 400 each? 500 maybe? 700 is too much, especially with the current 1 gold -> 15 gems rate going on, 100 gold will get you more or less 1500 gems, barely enough for 2 of the costumes..

I thought 1 gold for 30 gems was fine back at around the flame & frost update, now it’s just silly, and yes, I know, I know, I could, in theory, buy each costumes.. For almost 10 euros each, yeah, no.

As of right now, each of these costumes essentially costs you 42 gold and 50 silvers each , you used to be able to grab the infinite molten pick at a cost of 800 gems for 27 gold , and the pick actually has an use.

Either the price of the costumes (especially costumes, I mean come on, they are not even combat armor) has to be brought down to 400 gems, or the current silly gold to gem rate has to change somehow (please don’t be that person who state the gem to gold / gold to gem ratio is automated depending on the amount exchanged).

(edited by Bragdras.9572)

Longbow Guardian

in Guardian

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Bragdras.9572

Initially, I though guardians would be able to use longbows because each spirit weapons can be used by the guardian (wether the skin or the weapon type), it’s always irked me not being able to use longbow, and while I’m hoping it eventually happen, I wouldn’t be surprised if it never does either.

I’m not sure what role the longbow could fill, though, single target? AoE? CC oriented? .. Support (ugh)..?

Please remove "Here Be Dragons" from Dailies

in Living World

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The “Here Be Dragons!” Daily is not specifically tied to Tequatl, any world boss will complete this daily as long as you participate in it..

No rewards for Lunatic Inquisition anymore?

in Blood and Madness

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Bragdras.9572

You get 3 of those personalised trick-or-treat bag if you win as the courtiers or if you’re the last villager to die, and you get 5 of those same bags if you survive as a villager (or maybe only 5 bags if you’re the last villager alive when the timer runs out).

New path is very well done! Hoping for more.

in Twilight Assault

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Bragdras.9572

Words
I really enjoyed going through the new path, it requires just enough teamwork to not make it boring, but isn’t too hard that it makes you annoyed to play through it.

I’m hoping more and more dungeon paths will be revamped like this, but maybe with slightly less kiting in the future, I feel that kiting works well in this path, but could be repetitive if you do more heavily kite-based dungeons, maybe each type of dungeon could have its main specific difficulty tied to it?

The only issue we have right now, is because there are so many other exploitable paths that makes them a cakewalk, people will soon stop playing this path in favor of the easier, more exploitable ones, speaking of which, I hope people won’t find a way to exploit this path.

A very nice surprise, I didn’t expect the path to be this enjoyable! Here’s also hope that achievements will also be tied to future path revamps, imagine having every paths we know revamped one day, each path with its own achievement category and all of this new path’s quality? It would be great!

gem store emotes

in Guild Wars 2 Discussion

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I wanna buy a set of new animations so bad

Hint hint standing charr nudge nudge wink wink.. Begbegbeg.

Worst MMO DUNGEONS i ever played.

in Fractals, Dungeons & Raids

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Bragdras.9572

While I hate exploits and strongly encourage anyone to not use exploits, there’s a difference to be made between exploiting (going out of bounds to skip a large portion) and skipping through a group of monsters while still using the intended route.

Take Arah path 2 for example, if you use that out of bound glitch when you climb on the boat, you’re obviously exploiting, you’ve never been intended to be here, and you skip a large portion (in a manner that is unintended)

But if your group manges to skip past all the enemies by using the intended route then it’s not exploitive, because you’ve simply managed to make your way past them while still going the normal way.

By the way, if you don’t like exploits, just do what I do – create groups through LFGtool and make sure to have “no exploits” in the title next to the path you’re taking.

Weapon swapping ability disabled

in Bugs: Game, Forum, Website

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There is an easy workaround when this bug happens to you, you can go into your character panel and click the swap weapon button there, this will actually (surprisingly) fix the bug on your HUD, so you only need to do this once.

Summon Power Suit: What can be done

in Asura

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I’m gonna go ahead and agree with the concern about the hazmat racial not being useful enough, but I have a question.. Where can you buy the karma combat consumable version of it?

SAB whining needs to stop.

in Super Adventure Box: Back to School

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The spike traps you can learn about and plan to avoid. This makes them cheap the first time, but possible as long as you remember to account for them. The waterspouts however, sometimes worked, sometimes didn’t, and it was nothing down to player skills. It was completely dependent on whether the engine and latency combined to decide to punish you. That’s not something that skill can overcome. It’s luck.

Not true, you have to die to the trap to know it’s there, there is no possible way to otherwise know it’s there.
I understand the idea behind the change to the watersprout: for people who play the game while always lagging, I simply don’t agree with the way it was handled, they could have increased the timers, instead of outright removing it, but I don’t really care about the change in the first place.

What’s laughable is how tacked on this whole update was, what with the checkpoints spawning you directly on spikes, it feels about as polished as the idea of tribulation’s “difficulty”.

Dungeons made boring.. By the community?

in Fractals, Dungeons & Raids

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Nuka Cola, them being boring, repetitive is subjective, they’re arguably made simplistic because the community goes for that simplistic tactic everytime (read: they’re not simplistic if you don’t view everything as zerk gear + stack in corner), I might agree they feel unrewarding in their respective loot tables, though I do think the reason for that is that tokens are what reward you, having unique skins dropping from bosses unique to each dungeons could help alleviate this, while keeping the worth of tokens.

I think we can all agree the overall dungeon experience would be better if bosses AI didn’t break when stacking on them (IE seemingly forgetting certain abilities) and would be better if a few invisible walls prevented exploitive behavior? (AC queen spider, Kholer pillar, CoF acolyte room and the likes), Yes?

SAB whining needs to stop.

in Super Adventure Box: Back to School

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While I personally couldn’t care less what happens to SAB now that I’ve finished tribulation, here is why people say they don’t like this new update, OP:

They changed a part of it that demanded a certain aptitude at jumping and timing (namely, the watersprouts) instead of changing idiotic things such as instant, no-warning spike traps and similar traps that have no signs or warnings.

That really is all they’re annoyed about, you can’t really blame someone for wanting a legitimate difficulty amongst this sea of cheap deaths that is tribulation, and then not expect them to whine when Anet changes one of the very few actual skill-demanding part of tribulation, and leave the rest of the cheap deaths untouched.

Is there any way of killing yourself?

in Super Adventure Box: Back to School

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Keep digging while being stationary, I got stuck a few times in multiple maps, just dig without moving, the rabbit will likely hit you once and be passive after that, keep digging until you unearth enough rabbits to die.

FML, SAB bug.

in Super Adventure Box: Back to School

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Try to walk as close to land as possible, I had that happen to me when I used the glove on the log to ring the bell, got stuck in the log, had to go to the edge of inside the model and dig until rabbits killed me.

FML, SAB bug.

in Super Adventure Box: Back to School

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Dig with the shovel until you unearth rabbits, let rabbits kill you.

Finished Tribulation, I can safely say..

in Super Adventure Box: Back to School

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.. The same as my previous thread, which is fake difficulty all the way, it wasn’t challenging, it was tedious, tedious because of the amount of “spiketrap outta nowhere u ded aha funni right” when I died, I didn’t feel encouraged to go on because of how boring it was to die to such random, patternless deaths.

There’s no excitement of “Am I going to die if I go here?” there’s just “I guess I’m going to die, -again-, because there’s yet another invisible spiketrap here”, repeat until you find the one way to go until you’ve finished the zone, once, maybe twice is there an actual -challenging- bit that involves true, harsh-but-fair difficulty.

The only somewhat enjoyable moments are ones such as world 2 zone 3 where you have a clear path set ahead of you (the room covered in VISIBLE spikes with windtotems, bananas and block-clouds occasionally popping) because the clouds actually give you a time to back off when they appear, and you don’t suddenly get spiked for no reasons, if you get spiked, you stepped on a visible spike.

It’s exactly as I said in my previous thread, memory can be an interesting skill to require in a challenge, but not 95% of the way, with very few actual challenging bits here and there, so few that can be counted on one hand.

The excuse of “it’s supposed to be unfair around every corners, it’s inspired by I Wanna Be The guy!” Well here’s an essential difference which means you shouldn’t try to copy something:

IWBTG had no camera problems and has specially refined controls, GW2’s jumping mechanics are clunky, at best, and no first person camera 1 year after release speaks for itself.

Here’s a proof, case there’s any who call bull on it
http://i.imgur.com/NuncMou.jpg

I don’t mean to bash whoever came up with the idea of trying to copy IWBTG, I’m sure he’s a great person, but come on, I mean come ON.

..At the very least, the yellow hue on the skin is nice and the achievement points are decent.

(edited by Bragdras.9572)

Tribulation isn't hard, just tedious?

in Super Adventure Box: Back to School

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After trying to do World 1 zone 1 for almost 2 hours I can say it’s pretty good difficulty.

How long do you think it would have taken you if your deaths were due to you screwing up a jump, rather than taking a wild guess and dieing to spikes, though?

Tribulation isn't hard, just tedious?

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Bragdras.9572

That’s a shallow argument. There are plenty of hints, and there’s plenty of lessons throughout even the earliest levels. It’s the player’s job to actually think about each experience, about each trap they fall victim to, and apply that to their future advancement through the level.

Plenty of hints huh? Right, the random spiketraps at every single corners beside the ONE route you’re expected to go has hints contained to show you the way? No, no it doesn’t.

Every trap should teach you about what to expect. Every trap is a hint, a glimpse into the developer’s mindset. Almost immediately, you learn that miniscule little flowers are deadly. That rocks are often less than inanimate. That helpful hands don’t really like you anymore. These should all teach you about the rest of the level.

You’re telling me that these might be deadly in tribulation mode, but there’s no hints of any danger until you ran headfirst into it.
All it “teaches” is that you can die to anything, at any random place, there’s no pattern, find me a single moment in the entirety of world 1 where there is even a hint of a pattern, where you didn’t go “well I’ll walk here, hopefully there’s not a spike trap here”

What you’re suggesting is that, despite the fact that the first flower you step on kills you, you should continue mindlessly stepping on every single flower you come across, just to see if they, too, kill you. That’s just silly. You learn to avoid the things that killed you in the past, and thus they are no longer much of a surprise when they do in the future. You learn what you should be cautious of over time, and everything you go through in the level builds that understanding.

All you’re saying, again, is that you know what killed you, you didn’t have a shred of a hint that you’d die there, you just went there thinking “maybe this is the way” you died, and then you thought “oh kitten , well it wasn’t this way, let’s try the other one” until you find the way.

Tribulation isn't hard, just tedious?

in Super Adventure Box: Back to School

Posted by: Bragdras.9572

Bragdras.9572

Personally, I love the feeling of being too frightened to move, for fear of uncovering another trap. I love learning to adapt to prior experiences in the level, when trying to guess what might be deadly and what is safe moving forward. Sure, those feelings begin to fade after you’ve completed a level and know all the safe routes, but still. That initial delight, when everything is an unknown, is just so utterly perfect and satisfying.

Playing through Tribulation Mode has provided some of the most delightfully hilarious moments I’ve ever experienced in my time with GW2. Playing with friends makes it even better. Watching someone just randomly die because they stepped on a flower? Or seeing them fall through the floor two steps in front of you and driving you to a laughter-induced halt? It’s awesome, and all in good fun.

Meh, I’m glad you’re enjoying yourself, but as soon as I jumped over floorspikes and giant clouds started popping, and then more spikes popped when I passed the clouds, I figured it would be pointless to have any sort of enthusiasm about this fake difficulty

Why? Because the “feeling of being too frightened to move, for fear of uncovering another trap” as you say, is shattered once you realise the only way to uncover them is to throw yourself everywhere until you don’t just die, there’s no hint, no nothing, all you know is that you’ll die if you take the route you’d take on normal, but since there’s only one way to go, you just minesweep around.

It’s kind of a “fake challenge”, I can see that. But just because it’s tedious doesn’t mean it isn’t challenging. People practice the same routines over and over for dance, or for sports. People do the same things to overcome challenges and to slowly get better at it. Enduring through obstacles is a challenge itself.

Yeaaaah.. Not a good comparison, if you’re practicing dance or sport, you’re not thrown in a room and asked to do something very specific while never being told what the specifications are, and then you’re bonked on the head and scolded everytime you do one thing wrong, until you’ve done everything perfectly.

While Liadri is an example of bad difficulty; there was literally no way to beat her without dying to her dozens and dozens of time—-

Personally I enjoyed the Liadri fight, aswell as every other gauntlet fights, they all had a clear pattern, but you had to observe to get used to it, and then you’d adapt to it.
Only a few moments were annoying (to me) during the gauntlet, namely:
When Dunwell teleports while casting his oneshot ability, which left little chance, annoying, but bearable.
Liadri’s 8 crystal achievement, while the achievement wasn’t hard, the bug where your character refuses to pick up a crystal made it artificially difficult, not intended, though.
Strugar and Chomper, the direction of the meat is random, and can end up falling right at Chomper’s feet, coupled with the “character ignores the pickup order” bug, could be very annoying, though you could very well do it even with that.

Here in Tribulation mode? There’s no pattern whatsoever, nothing points to a potential danger until the danger already killed you, because you had no choice to to try your luck.

(edited by Bragdras.9572)

Tribulation isn't hard, just tedious?

in Super Adventure Box: Back to School

Posted by: Bragdras.9572

Bragdras.9572

So.. After finishing tribulation “difficulty” on all of world 1’s zones, I’ve made my conclusion on how fake the difficulty is, you’re simply minesweeping for spikes with your body, throwing yourself into instant kill traps until you find the way.

Everything else is just a tedious, artificially long (because of all the needless deaths) and essentially lame instant kill traps everywhere, if it’d show the spiketraps/floorgaps like the floorspikes, I can assure you a lot of people would already be done in world 2 tribulation, that is, if they’re not bored to death yet.

Can anyone truly say they feel like they accomplished a difficult task after being done with world 1? I certainly haven’t, I basically relied on my memory for 90% of the way, that’s not skill, and it’s certainly not a legit difficulty.
Is memory really a skill worth being used in such way? Probably, but not so kitten much.

And on a similar topic, map design has switched from a legit difficulty in world 1
(as in, you see the path, you see the obstacles, and you do the bloody challenge set in front of you)
..To what we now have in world 2
(you see the path, you see some obstacles, and you’ll learn where the rest are by dying to them because you never imagined they’d be here until you get one-shot by it, you do the bloody challenge.. After unavoidable cheap deaths)

What are your thoughts? Personally, I like SAB overall, but this little idea of challenging content being little more than a 3-D minesweeper is, to be blunt, lame.
Which is a shame because the design of everything else about SAB is great, kudos to whoever came up with the bossfight mechanics on the Wizard.

Is Essence of Luck account bound?

in Super Adventure Box: Back to School

Posted by: Bragdras.9572

Bragdras.9572

You can indirectly sell and purchase essence of luck by buying random blues and greens off the TP.

Ascended and build nerfing?

in Guild Wars 2 Discussion

Posted by: Bragdras.9572

Bragdras.9572

I don’t see what the problem is, you can’t throw your exotic gear from character to character either, and we don’t know if the ascended items will be account bound, or tradable.

Essences of Luck

in Super Adventure Box: Back to School

Posted by: Bragdras.9572

Bragdras.9572

That’d be a pretty bad competition, as bad as “competition” for achievement points, these who start at the earliest will never be dethroned.

I doubt it’ll be permanent, or it could essentially stack infinitely, although there’s always the possibility of it being very rare, and only giving +1%.
After all, we have black lion ticket SCRAPS.

Dungeons made boring.. By the community?

in Fractals, Dungeons & Raids

Posted by: Bragdras.9572

Bragdras.9572

I am probably (yet hope not) in the minority when I say that, but am I the only one who is getting tired of how the community in general has degenerated into nothing more (Dungeon / PVE contentwise) than a “Look for exploits or holes in the design, abuse it, also dulfy.net for everything that requires tasking”?

It’s really such a lame and boring way to do dungeons, all in the name of “farming”, I enjoy farming, but come on, by using every holes in the design? The worst part is when people who exploit then turn around and say content is easy.

Then comes the people who say “Anet’s fault, design flaws everywhere”, while that is partially true, just because the hole in design is there doesn’t mean you have to exploit it again and again.

Personally, this puts me off pugging, when I DO pug for dungeons, I will ask “do we do this the legit way, or the cheap way?” if most of the group says we do it the cheap way, I’ll comply, because I while I’m annoyed at it, I’ll do it their way, if only by respect of their choice, but kitten does it make the whole dungeon boring.

A fine example, other than CoF’s acolyte part or similar moments where you reset the AI by jumping in places they cannot reach, would be AC, notable the Spider Queen and Kholer, the mechanic is clearly here, the fight is not flawed, it’s rather well done, even ikittend of classic, but people just always use the “corner trick” to cheapen the whole thing.

Breaking line of sight is a very important mechanic to learn and use, and know when to use, but it’s such a shame how easily it can be abused when it comes to the PVE in dungeons, another problem is how stacking ontop of a boss seems to suddenly make them unable to use some abilities.

Supposing that A-Net’s dungeon team would add a few (in certain places) invisible walls, in order to preserve how the design of a fight goes, would you be against, or for it? You could still farm a dungeon, the only difference being you’d have to complete each dungeons the way it is intended.

While yes, Anet has a big fault in not trying to fix these holes in design and abuse of certain mechanics (stacking on boss making them forget abilities or outright bugout), the community shouldn’t resort to exploit the crap out of it everytime, and certainly not making it the norm of how to run dungeons.

(edited by Bragdras.9572)

Is that...Regret in Scarlet's Voice?

in Clockwork Chaos

Posted by: Bragdras.9572

Bragdras.9572

I think she was just emphasizing her threat when she talks to you and how you jumped to the top of her list.

Symbol vulnerability shorter than prepatch

in Bugs: Game, Forum, Website

Posted by: Bragdras.9572

Bragdras.9572

Simply apply 15 trait points in Zeal to get the minor trait that makes symbols apply vulnerability on each pulse.

Symbol vulnerability shorter than prepatch

in Bugs: Game, Forum, Website

Posted by: Bragdras.9572

Bragdras.9572

Words, it lasts about half what it used to be, I used to be able to have about 6-8 stacks of vulnerability by placing symbol of swiftness and symbol of wrath at the same spot before, now it doesn’t touch 5 stacks, and reaches 4 stacks for half a second, it that.

Sad face.
Any guardians out there saw anything different in those lines since invasion patch?

Symbol vulnerability shorter than prepatch

in Guardian

Posted by: Bragdras.9572

Bragdras.9572

Words, it lasts about half what it used to be, I used to be able to have about 6-8 stacks of vulnerability by placing symbol of swiftness and symbol of wrath at the same spot before, now it doesn’t touch 5 stacks, and reaches 4 stacks for half a second, it that.

Sad face.
Any guardians out there saw anything different in those lines since invasion patch?

Scarlet size

in Clockwork Chaos

Posted by: Bragdras.9572

Bragdras.9572

Gameplay mechanic, so you can tell where she is.

Infinite Watchknight Tonic Cooldown

in Clockwork Chaos

Posted by: Bragdras.9572

Bragdras.9572

Wow, it’s incredibly stupid, reminds me of WoW back when people first found out about archeology’s disguises, 20 seconds for 30 minute cooldown..

If there’s one thing you shouldn’t copy from WoW, it’s the stupid and unnecessary cooldown on vanity items, I was looking forward this disguise, since it’s the first combat-available disguise, but now I’m disappointed before I even got it.

Don't like this update

in Clockwork Chaos

Posted by: Bragdras.9572

Bragdras.9572

In one event, this game is now ruined for me. I am a PVE player and I love the events and living world (up until now). I have spent an entire day trying out this content and have failed to complete it once due to not being able to get into the event. Due to the fact that I cannot reenter the invasion events if i get disconnected, this content is essentially blocked to me. Game over. Very disappointed. I will watch to see if this gets fixed, but have my doubts since I am but a lonely individual. I am so mad right now.

You’ve spent an entire day trying to play in an update that’s been released 5 hours ago huh? Hrm, okay, seems legit, anyways, it’ll cool down in a few days, so you’ll have plenty of opportunities to do your things.

I don’t understand why you’d get mad 5 hours in after it’s released when you have 2 weeks to do it.
And even if you don’t get the achievements, the update states invasions will still happen after the update, so.. Yeah.