Showing Posts For Brewbeer.8239:

LOL You CAN'T Be Serious..

in Fractals, Dungeons & Raids

Posted by: Brewbeer.8239

Brewbeer.8239

I didn’t see any problems with HotW story mode, haven’t tried explorable. The last boss was hard until we figured out you could go into the water, after that it was merely a matter of sticking to the edges. Xazereth, it seems you are overreacting, because you didn’t understand the mechanics.

Stop Asking For Tanks!

in Fractals, Dungeons & Raids

Posted by: Brewbeer.8239

Brewbeer.8239

Tanks actually exist, and gaurdian is one of the better ones… don’t be fooled into thinking the trinity is gone it isn’t.

Tank/support: a class spec’d t either to have a high amount of control or support abilities and utilities. They have high defense, and health pool, and buff the party or keep enemy from damaging his allies.

Healer: a class spec’d for more support line, typically have a high amount of abilities that give regeneration, or effects that heal. A good example is a water attuned elemenatlist with vita/tough lines. This gives the ele basic attack a constant heal effect to those around the boss. can lay down a water field, and also give healing rain and have a few nice control effects.

Controller: a class focused and spec’d just for control effects, they blind, weaken, cripple and disable enemies. They keep enemy from attacking, and focus on doing good damage along with a constant stream of CC effects , a thief can spec to keep mobs nearly perma blinded preventing those mobs from attacking.

Buffer: sort of fit in tank spot but give a little break down for them to, they focus on buffing there team with might, and protection abilities. They buff damage or defenses, and give great team support usually mixed with tany or healing trait lines but are specs just buff more then anything else.

Trinity is FAR from dead and people not using spec/builds that focus on these trait lines are asking for a rough time. Most are probably doing this already and dont even realize it.

Firstly, those are four roles. Not a trinity already.

Secondly, the holy trinity specifically means the roles of dps, tank and healer. Trying to force this setup in GW2 doesn’t work, amply proved by the number of people on this forum complaining dungeons are too difficult and they can’t tank/heal/dps.

“Tanks” have no way to get and keep aggro, and will die just as hard from special attacks such as Kohlers spin. “Healers” have no way to keep someone alive through damage. Regeneration, the healing with the most uptime, never heals enough to save someone who is taking a beating and not saving themselves. Another powerful way of healing, blast finishers in combo fields, have very poor uptime, with long cooldowns, or the requirement of very precise teamwork. “DPS” have no way to protect themselves from the wrath of angry mobs/bosses, since there is no way for a “tank” to take aggro off them, and no “healers” to keep them alive through stray damage.

There are still roles to fill, such as support, but forcing the roles of the trinity doesn’t work. And players have to be able to fill any role, often switching mid battle. A guardian for example might primarily use a greatsword for dealing damage, but switch to a staff for the twelve stacks of might and using Line of Warding to isolate a mob, very much support things to do. He plays both the role of damage dealer and support. Another example is an engineer using a rifle for cc switching to the grenade kit for dealing damage. He loses a lot of his support capability, but switches back in time for more cc capability from the rifle.

Explorable Dungeon Difficulty

in Fractals, Dungeons & Raids

Posted by: Brewbeer.8239

Brewbeer.8239

Lieutenant Kholer in AC is a joke as well. He has several abilities that wreck properly geared and traited characters. Some of the exploration mode dungeons are won through nothing more than attrition and are genuinely unenjoyable.

Actually… You get far more warning from Kohler about the pull-in that the line flying towards you. He pulls back his sword and charges for about a second before throwing the line. Plenty of time to get away. I actually think Kohler is a very good boss, because he teaches you the value of awareness. You need to keep track of both him and his adds at all times, because the adds have to die first, and fast, and if you don’t spot his pull chargeup, you get downed.

AC Explore Mode Path 3

in Fractals, Dungeons & Raids

Posted by: Brewbeer.8239

Brewbeer.8239

Don’t listen to Kulle. I’ve been running all the AC paths with a variety of group comps, among other things 2 Engineers, 2 Elementalists and a Thief. Pretty much anything works. It comes down to the skill of the players.

On that part in AC, it’s probably one of the harder encounters in the explorable mode. My best advice is to try to keep the number of burrows to a minimum. I had a really good group that could destroy the burrows faster than they could spawn, but that isn’t possible for all groups. The best way to describe the fight is a damage race. Do enough damage to keep the number of burrows down, and it’s fine. The gravelings prefer attacking party members over the crystals.

All NPC attacks seem to be guided attacks

in Guild Wars 2 Discussion

Posted by: Brewbeer.8239

Brewbeer.8239

This is a common thing I see. All npc attacks can actually be stepped out of. Some are very fast, which makes it very difficult to do, much easier to just dodge. Projectiles lead you, so if you keep running in the same direction, it will hit you. If you switch directions while the projectile is traveling it will miss. You can also sidestep back and forth rapidly, and see how the projectile goes flying far to the side of you. Mobs follow the same rules as players here, it’s possible to swing at the empty air, and if someone moves behind you while you’re attacking you will miss.

Who did you create these dungeons for anet?

in Fractals, Dungeons & Raids

Posted by: Brewbeer.8239

Brewbeer.8239

I don’t want dungeons easier. Nor do other people, I suppose. I want dungeons to be hard not because mobs/bosses have insane HP pools and have 2-shotting abilities who come with no noticeable warning. That’s cheap. Just like horror movies use those cheap moments when something pops up on the screen to startle you. That’s not scary, it’s cheap.

Except the mobs and bosses in dungeons all have tells for all of their attacks. Some are easier to spot than others, but they all can be spotted. Since AC is the example most people are familiar with, and the Rangers in AC is one of the most common complaints, lets look at them. They shoot arrows, kinda obvious what the tell is here, the arrows flying through the air at you. These arrows poison, so having condition removal for that is very good. These rangers also throw spike traps, which can be spotted as a ball thrown by the ranger.

I can go on like this for every single mob in all dungeons I’ve played. If you feel like you die too much, it’s either because your build is wrong and you didn’t bring enough endurance refill or survivability to be able to handle the attention of mobs, or you are simply not skilled enough yet. If a mob 2-shots you, learn the tells so you can get out of the way, ask your party members for help with cc, use LoS, etc.

Endgame... Reimagined? What?

in Guild Wars 2 Discussion

Posted by: Brewbeer.8239

Brewbeer.8239

Honestly, I don’t think the outdoor events can be made much harder. Everyone has to able to participate on some level. A fight can be good, despite not being very hard. Claw of Jormag for example, is a cool fight, but I don’t think it’s even possible to fail it. Some of the Risen high priests in Orr can be really difficult though. The Balthazar one in particular comes to mind. The Grenth priest also has an interesting mechanic with the shades.

I also wanted to comment on how you think “classism” is rampant. I’ve yet to see anyone being refused a group because they’re the wrong class. When people look for more people for a group, they don’t write “need guardian or warrior for dungeon X”. They write “Need one more for dungeon X”.

Arah exploration mode - 4.5 hours long?

in Fractals, Dungeons & Raids

Posted by: Brewbeer.8239

Brewbeer.8239

The mechanics arent interesting save a select few,
The rewards are laughable,
Aggro is an absolute mess(especially since most classes dont even have a simple aggro dump),
Story modes are far too unforgiving considering most people are just going to stop by while leveling and pug it.

but going in to a dungeon I end up playing a boring 1 attunement rotation because anything more and I get aggro and spend half of the gd time laying on the ground bleeding out and the other half running back from dying.

Cut out some parts for brevity.

I’ve found plenty of interesting mechanics. The crusher pair in Arah, where one immobilizes and the other has a powerful charge up attack. Subject Alpha in CoE, where he freezes players in crystals and others have to get them out. Evolved Husk, where you have to walk bomb golems into the boss. Lt. Kohlers add control and pull-in ability. These are just a few examples, I can name many more.

On rewards, my thoughts are in the earlier post.

You don’t seem to be aware how aggro works. That’s fine, it’s quite complicated. The mob decides who to attack on a number of factors, such as armor, proximity and any boons or conditions that might be applied and more. Damage is not the sole component of who gets attacked. Aggro does not work the same as in most other MMOs, where whoever has the most threat is being attacked, and threat is either gained through abilities that taunt, or high damage. On the subject of aggro-dumping, sometimes, a simple backwards dodgeroll is enough to get rid of boss aggro, other times, you might have to LoS, or have a friend cc the boss to get it off you. Immobilize and cripples always work on bosses, and proper coordination to remove defiance stacks lets your group hit bosses with more powerful cc. Abilites that make you go invulnerable also helps immensely to get mobs of your back. Mist form is a good example here.

Also, based of your post, I’m guessing you run a full glass cannon build, with utilites picked for damage. This generally doesn’t work in dungeons, unless you have some really good support. Having at least one form of personal condition removal and at least one survivability utility such as mist form goes a very long way to making sure you stay alive.

Arah exploration mode - 4.5 hours long?

in Fractals, Dungeons & Raids

Posted by: Brewbeer.8239

Brewbeer.8239

Well, I guess I’m part of the “fanboy l2p” group here. But I’ve run two full paths in Arah explorable, all the AC paths, and one in CoE. I have NEVER encountered bullkitten oneshot mechanics that can’t be dodged or have no forewarning. There are plenty of bosses that can oneshot you, the Jotun stargazer is a good example here. He shoots homing projectiles that oneshot anyone they hit. And he does it constantly. It’s his standard attack. However, they can be reflected, and with swiftness, you can outrun them. So despite being a homing oneshot attack, which this thread claims should be absolute bullkitten, it can be countered with good play.

Another good example is Subject Alpha in CoE. He does constant, huge AoE that oneshots if it hits, but with proper movement, positioning and teamwork, you don’t get hit.

Oneshot mechanics are only bullkitten if you can’t avoid them, but that simply isn’t the case in GW2, if all else fails, you have invulnerability from dodging. They make encounters interesting, and keep you on your toes, because if you slack off, and think you can just stand there and dps the boss, you die.

About the dungeon length, it varies greatly between different explorable modes. I find 4 hours in Arah reasonable, considering it’s the equivalent of an endgame raid in other games. CoE for example was far shorter, I did it in about 2 hours, which I feel is a good time for a hard dungeon. I think less than an hour is too short for an instanced dungeon. I don’t really like running through a dungeon as fast as possible, and then redo it again and again just for the reward, which is what would happen with short dungeons.

There are two parts I feel need improvement: Certain trash hp, and rewards.

Some, not all, dungeon trash have too much hp. The best example here are the Champion risen abominations, that stack frenzy. They are not hard, very easily kited, but they have a ton of hp, which makes them tedious. Another example are champion icebrood colossi in HotW story mode.

Concerning rewards, a random rare item from finishing the dungeon, combined with a slight, like 10-20% increase in the number of tokens you get would be enough.