Showing Posts For Dookies.2718:
Been nearly a week. Can anyone shed some light if this is known and being fixed? If not, hopefully this catches the eye of Arena net
That is a great idea, i could definitely look forward to that if implemented.
I just hope they come up with something different. I think most of us can agree the state of dungeons isn’t what we envisioned it to be. A lot of us have our own solutions, but the best we can do is let Arena net know how we feel about the current situation and let them use their expertise (making games) to come up with an answer.
By artificial difficulty, I mean Bosses with over excessive health pools. 1 shot abilities I can live with, as there are many ways to work around this other than dodge (aegis,protection, reflects). But the HP amount on some of the monsters and bosses seem way too high and halfway through the boss fight it feels repetitive and dragged out. This can even go for trash as well. My example for this is Crucible of Eternity. The bosses are doable, but they feel so long and dragged out, the subject Alpha mechanic is just dodge out of red circle and DPS….DPS for a long long time.
If not reducing health pool, give us mechanics to kill the boss faster that rewards skill and coordination. For example, have the boss shoot a projectile that increases the targets damage taken by 100%. If you can reflect the projectile back at the boss, you get that 100% damage bonus on the boss. If you miss it, one of your teammates will be in serious danger.
As for rewards, no need to go in detail here. I think most people are frustrated at the fact they went into Guild Wars 2 consistently hearing an anti-grind philosophy. What do we get? A dungeon grind. If A-net doesn’t want to inflate gold prices with constant running of dungeons, buff the token/exp reward but keep the 26s reward the same. Also, this is a bit on the side, but I think once the dungeons are all balanced out in terms of difficulty, reward chests should drop (or chance to drop) Glob of Ectoplasm. 3 blues and some copper feels so minuscule.
TL;DR – Reduce artificial difficulty (heck, I wouldn’t even mind a buff to “real” difficulty") and increase rewards.
Buff shields please.
Why wouldn’t they? ):
Does Magic Find affect event chests after bosses such as Claw of Jormag and chests in dungeons?
I have asked many people and searched online and have gotten various answers/results. I tried it myself but I dont have enough data to come to a conclusion, as the RNG involved would require thousands of tests to get somewhere near accurate.
JW if there is some official information out there, or if A-net could clear this up, as I bet alot of other people are curious about this too. If this question has been answered or is listed somewhere obvious, i apologize in advance.
I hope this gets fixed soon. I really like the skin.
Has anyone considered actually getting a group to fight the mobs while defending mobs? Just like all the other explorables, you will need to think about group composition and synergizing well with other plays rather than bringing 4 random people by yelling LF4M COF EXPLORE" in front of the entrance. And yes i had done it after patch as a support guardian and had illusion mesmer with group as well. Focus fire the harder hitting mobs and the others will go down with gradual aoe if the numbers become too overwhelming.
Spirit Protector
Lasts 15 seconds, CD 180s (can be lowered by traits)
Grants protection to all nearby allies (15s)
Grants Regeneration to all nearby allies (15s)
Grants aegis to all nearby allies (15s)
Grants stability to all nearby allies (10s)
Cures a condition on a nearby ally every 3 seconds.
Activate – Heals all allies for a certain amount of health and cures all conditions to all nearby allies
Sort of the opposite of the Mesmer quickness elite. Grants a very support/defensive minded group buff to be used in sticky situations in sPvP or dungeons to turn the tide of battle.
Fury of the Avenger
All of your attacks apply burning for (x)s
Gain (x) stacks of Might for 10s
Gain (x)s Fury
Gain (x)s Swiftness
Gain (x)s of Regeneration
(x) would be dependant on the number of fallen/dead/downed allies around you. Sort of like the “I will Avenge You!” (IWAY) from Guild Wars 1. If there are no dead/downed allies within a certain range, the effect would be minimal.
(edited by Dookies.2718)
I am having this same issue.
Loading screen at Bloodtide Coast
EDIT : It is working now after my third try. Opened Guild Wars 2 as administrator and it worked, but idk if thats what fixed it or just blind luck
(edited by Dookies.2718)
Although you don’t need “specific setups” to get through a dungeon, some encounters do force you to adapt. Just like how some encounters are not melee/range friendly, or require mobility (and your character may be specced for stationary cannon), this encounter requires careful control of applied conditions. Adapt and overcome. It takes a bit of practice. Try to bring alot of Reflect Projectile spells with you, such as the Guardians Wall of Reflection. The reflected damage could be very good, especially considered damage may be hampered from lack of conditions. If all else fails, just slowly whittle him down while staying alive. Yes it may take a while, but whatever it takes for victory should be used.
I sold a bunch of level 74 rares on the Trading Post, and i never recieved the money. It was confirmed the items were sold on Transactions tabbed and its been a few hours and I have not received the money. The odd thing is, other items I sell are giving me my money normally. For example I sold some crafting materials and they were almost instantly bought and I received the money right away.
Please help I am out about 2g
For the Sorrow’s Embrace dungeon gear, there is no Light shoulders available. It is all medium shoulders, including the supposed cloth ones. (There are ones grouped with the light set, with light set matching skin, but listed as medium armor)
Also the Light chest is listed at 210, while the gloves are listed at 330. I believe this is supposed to be reversed
(edited by Dookies.2718)
Thanks for the advice Eveningstar
Getting traits supporting a high damage 1h/torch build plus power/prec gear doesn’t leave much room for survivability. Its the tradeoff for high damage. Best thing is to be smart with your dodge rolls, and use virtues wisely. If you pick up Altruistic Healing and put 5 points into Virtues for the extra boons, it could help a bit with self healing along with providing nice group support.
Cleansing Flame (5) and Zealot’s Fire (4 Chain) do not burn, but deal direct damage. Burning occurs at the beginning and end of Zealot’s Flame (4) for 5 seconds before Condition Duration.
Would it be ideal to stack some condition damage then if I run a high damage sword/torch build? Currently i am in full berserker and can run about 75%+ Crit (with 15% crit for 1h trait and 2 5% sigils) and at around 80-90% Critical damage.
Or with this gear setup would it be better to switch to Greatsword (haven’t really tried it out so idk how it compares)
Its ridiculous that you have to farm 1 dungeon for your armor skin set.. This idea reduces game re playability and prevents the grouping of friends. Example. Lets say I want to the koda armor set and my friend the fiery. So we have to find other people that want the similar sets to group with in order to get our armor? That doesn’t make any sense. Also pretending dungeon armor is more than anything other than skins is retar.ded because that is all they are. You can craft armor and weapons of the same stats with 1/8 the effort it would take you to do the dungeon. Please change it so we can pick a different dungeon each night and farm dungeons with our friends regardless of what armor/weapon set they want and not have to do the same dungeon over and over and over with a bunch of scrubs.
Just skins? Find me a power/vit/toughness piece that is crafted. Only other one is through Karma and that is almost the same time to grind as getting the piece through dungeons. Atleast dungeons are fun and more rewarding.
Buff the farmable explorables (CoF speed runs) to be in line with the other explorables. Then increase the actual token reward and maybe loot drops. My 2 cents
The “difficult” explorables are challenging, fun, and have a feel of adventure to it, but the rewards seems minuscule compared to the effort put forth.
As the topic title says. Is the 4 and 5 skill of Torch considered to be burning damage, therefore being modified by condition damage? The description says “burn” but the effect doesn’t indicate burn.
crucible of eternity wasn’t event fun. Some of the dungeons are difficult but it makes it so fun…Crucible of Eternity makes me want to blend a puppy
I know this may sound like a silly question but I wanted to be absolutely sure before I purchase one. For example would a “Box of Berserker’s Draconic Armor” give you 6 armor pieces with the exotic level 80 berserker stats? Or are they simply skins for transmute?
(edited by Dookies.2718)
Point 1 and 2 kind of offset each other. If you are WP serving you will have high repair costs. A coordinated group has the reward of not dying, thus negating repair costs, and can finish the dungeon faster.
Utilize skills that reflect projectiles, and once he starts throwing fire everywhere pop it right in front of him. Have multiple party members bring projectile reflection and chain it to optimize uptime.
As a Guardian, popping Wall of Reflection helped so much. Also as a guardian, i was throwing down alot of Light Fields and my teammates comboed it for really effective condition removal. Its about teamwork and cooperation, for an individual’s condition removal and reflection may not cut it, and lost DPS will drag out the fight to unfavorable lengths.
I love the dungeons the way they are. They actually feel like a dangerous, yet adventurous place, and the added on story brings another layer of depth. The difficulty of explorable modes pushes groups to optimize and utilize every tool and trick they have as a team. I am glad it isn’t just assemble your group and everyone go bannanas and claim your prize.
As far as the rewards go, I think they may be a little bit too low. Increasing actual drops (more greens/rares and more silvers from chest) and reducing token cost of armor/weapons by about 20% would be nice. Or perhaps increasing fine material drops and having Ectoplasm available as a random drop.
Guardians have really low base hp
I agree we need more challenging events, that take a bit more coordination. For example, an encounter where you need damage spread out evenly and/or protect 2 or more points for damage to even be done to the boss, and these points are under constant siege.
My favorite Event Chain is the Temple of Lyssa. Having to capture and control those 3 points requires some coordination of leaving some people behind to defend, especially when you are off peak hours and you don’t have massive numbers of participants to play with. Grenth is also another good one, for if you don’t have good shade control you will all die.
More events like this with perhaps a higher reward or increased difficulty would be nice, but lets also keep in mind this is only release and im sure they have alot of content being developed. After all, they are going to rely on quicker expansions rather than subscription fee as a source of income.
Think of the cultural T3 sets as the new FoW armor, heavily priced armor just for looks/prestige.
But I do agree the stats and quality are strange. If you are at 100g you probably have no need for Rare level stats. Here are two suggestions I have :
1. Give a free transmute stone on purchase of every piece of armor
2. Make the actual item just a reskin item, like the heritage HoM armor items.
I do not think adding exotic stats to the gear is a good idea, because they would have to gather all possible stat options/ranges to satisfy all builds/characters or some would feel left out and back at the problem of forcing a transmute stone. If they do this, though, it is probably the most straightforward and obvious solution.
If i saw a Charr or Norn doing Gangnam style i would die of laughter.
There may be minor spoilers.
Front Door option – CoE Explorable
A group of guildmates had considerable trouble in this place. After around 2 hours we were able to clear the place, but with alot of deaths and drawn out boss fights. Has anyone else experienced this? The Lava boss seems like the shield is down for too short of a time. The HPs in general seem high compared to other bosses in other explorables, especially considering the mechanics of Subject Alpha.
Are the 2 other options of CoE more tolerable/less painful? I would like one of the armor sets (i think it looks fantastic) and would like an effective/efficient way to farm the place. Front Door option is definitely not it.
I am talking about major, chained boss events such as Dragons, Megadestroyer, or one of the Priest or Priestess contesting a Temple/Cathedral. These events roughly take 30 minutes or so starting from the beginning of the first event leading up to the boss battle (of course also dependent upon the amount of people and their participation).
After a cataclysmic struggle against the Claw of Jormag, or a coordinated attack to retake the Cathedral of Lyssa, being rewarded with a handful of blues, and the occasional green or rare, seems underwhelming. One of my suggestions is to give a Platinum Reward, that is higher than gold, and gives you better loot in the chest along with higher exp/gold/karma. In order to gain Platinum, you would have to had participated all the way from the first event that starts the chain and gain gold in each event. Its a good way to get more people to do these giant events rather than karma farm in Straits until DR, and will also give the more dedicated to that event chain a better reward versus someone who just joins in at 15% HP and still gets full gold.
This is just one of my suggestions, and of course its not perfect. Some boss events have longer chains than other boss events. I would love to hear other suggestions, or if you would disagree and think the reward is adequate at the moment.