Aens / Ellantriel / Nao To Mori / Saelyth. Commander
Guias de Raids en español / Spanish raiding guides
Gaile was the Jedi Knight of the Support team handling the support problems as human and not as “auto-generated support message” :<
This.
Sign me in for Classic runs. I’ve done everything in the game, got my legendary, multiple gears and armours… and i HATE with a passion stacking and skipping enemies.
Is not all about rewards, guys, it’s about the fun.
I want to also say: The people trying to force others to stack are the most toxic players i ever found in any MMO community. If someone wants or don’t want to stack, it’s ok. Both strategies (stacking or ranged dps) works for every enemy in the game (personally tested). It’s slower? probably, who cares about speed when you are having fun?.
The OP is asking for fun runs and we all know fun is relative. For me and her seems like fun is killing everything. The ones that doesn’t think the same… i don’t even know why they answer in this post, to bother us? sigh.
They sell for 10silver to any vendor. Farm tequatl 10 times, sell the spoons and make 1 gold.
Profit
Newbies, newbies everywhere. You are doing it wrong, OP! Standing in the same spot and spamming low level skills will never work for you. You need to get out of our starting areas and live an adventure!
I managed to get to the Bloodtide Coast and i did get some pretty nice skills like a wire that i can throw to multiple targets, a whirlwind of daggers from thiefs, a mesmer chaos shield and even ice elementalist multiple dagger scythe attacks! Oh man, this is getting really fun as I slaughter enemies one by one.
Yesterday i found three level 80 adventurers with full ascended gear that were just passing by my beach escorting a silvary. Do you know what happened? I killed them 3! at the same time!
Seriously, leave the starting area and learn how to use all the different weapon skills, you won’t regret it
Sincerely,
The Orrian Terror from Bloodtide Coast (http://wiki.guildwars2.com/wiki/Escort_Scholar_Riagan_to_the_ritual_location)
I’d appreciate some feedback with the next suggestions.
Leadership is important
GW2 isn’t like any other MMO and we don’t need a trinity in our groups, however we do still need Leadership. That’s a position needed when you are talking about teamwork and i think the community could give it some use.
-Leader should have an icon next to his name to identify him easily.
-Leader should be impossible to be kicked from a group. This way, someone that created a group to complete a dungeon can’t be kicked before final boss and get the dungeon run stolen.
-Leader should be able to transfer leadership.
-Kicks should be raised to 3 votes instead of 2.
Let us choose what to do, instead of the game choosing for us
1: Sometimes a member of your group is dead or downed and you want to rez him quickly. However you are both in a zerg and pressing F makes your character pick up banners, rez other players, rez NPCs, pick up weapons… etc. At the end you notice that your friend died because your character was all the time trying to rez an NPC.
-Rez a group member should be a priority for the game systems.
-Alternatively, rezzing should be able to be key-bind to another key different than picking up items.
2: Combo fields are something tricky. Sometimes there’s a fire field and a water field and you never know which one will trigger if you throw a blast attack. We should be able to choose a priority for them. Months ago a dev said that players wouldn’t be able to figure out how combo works well enough to even choose priorities for them. Well, i disagree. It’s true that newbies players will find it hard, but veteran players will give it good use, and veteran players will constantly teach newbies how to do it, so i don’t see a big issue.
-A new window to prioritize combos in the hero pannel would be great, could also explain a little bit what combination does what.
I can see a lot of serious good use for this feature. As example: In a zerg, 10 players could set up their priorities to blast water over fire. 10 players could also set up to blas fire over water. Then your zerg can easily drop fire and water at the SAME time and when the people blast it you would get the double desired effect, might and heals.
Who’s in my squad?
-People in a squad should be able to see other members of the same squad as minimap dots.
I bet there is more and better suggestions, but this ones are the ones i’d personally like to see added in the next feature patch.
Any precusor fix has to take the economy into account. I’m relatively sure people have invested in precusors and even made legendaries just to sell for profit.
Imagine if you were one of these people, went to all the trouble of making a legendary, spent hundreds of gold to list it and boom, the price drop would be nuts.
I’m not saying it’s a bad idea or a good idea. I’m saying that whatever Anet does, the affect it would have on the TP has to be very carefully weighed.
My guess is, if that happened, the price on T6 mats would skyrocket very very fast.
Foresight is something sellers needs to have in mind before selling. An update where the prices for precursors is changed should also be in the mind of the sellers before they even try to sell.
TL;DR It’s their own risk.
Thaumanova golems dealing insane damage…
Asura’s elite skill (summon golem) is now really powerful…
I can see a connection there, seems like there’s an effect that got misstakenly ported.
Seems like a fire based bug, because i was doing the PvE world event Megadestroyer and after whirlwind out of the lava field i was invisible. Funny thing was that i could see my black aura from Twilight, so i was just a black cloud.
Picture that i took: http://prntscr.com/4m6ccc
just let dulfy and wooden potato test the content, apparently they get early access
That’s even worse… everyone or no one!
What counts as targeted harassment? It seems like people who join parties specifically to destroy the instance of someone selling the run are targeting the seller for harassment.
Someone that kicked the openers of at least 5 dungeons in the past 24 hours with no apparent reason, as example, would qualify to be banned in my opinnion. I hope Anet see them that way.
I kinda understand their move, though, it’s imposible for them to know if someone was kicked because it was playing poorly, giving players a bad experience, dying all the time or wiping the group, etc. However to check how many players a certain individual kicked in the past hours could probably be easy to check if there’s reports about that same player, so it’s encouraged to report kickers i guess.
(edited by Elrey.5472)
What Chris said is that selling dungeons isn’t supported and if you get kicked while trying to sell it’s your own fault. However, if someone joins the group and kicks you out of a dungeon for any reason, that should be reported just in case that same player is doing the same to a lot of people, in which cause it should be banned due to community toxicity and griefing(is that a word in english?) players.
I believe that’s what he meant.
Someone in my guild sais that couldn’t join the Teq map because it was asking him an item to do it… I’m not sure what to think since he’s a newbie player and we told him how to join maps for the first time, but if that rumour is true… well, i need confirmation before speaking about.
Anyone can confirm?
Agreed.
A public test server the weekend before the update could benefit the game a lot. Private tests will only help you find some minor bugs, but it’s the weird people that plays in random ways the ones that can find out other bugs.
There’s 2 things i noticed for last months.
1: Anet is doing a lot of work… in the wrong direction (or that said the majority of the vocal players in forums, reddit and in-game chats).
2: With the new Trading Post and the new browser code inside the game, it would probably be possible to add a survey system.
So… my suggestion is to add a survey every month and ask the Entire playerbase what they think about something specific. As example:
Survey of the month: Would you like a new fractal?
-Yes
-No
-I don’t care
-What are fractals?
This could be a problematic tool for Anet if they don’t add a fractal later on and say nothing about it. BUT it would be a great tool for Anet if they don’t hide the survey information and tell at the end of the month: We had a 25% Yes, a 60% No, a 10% doesn’t care and 5% don’t know what fractals is. With that information, the playerbase wouldn’t feel cheated because we would understand that it’s ok not to make it, since a 60% majority wouldn’t seem to like a new fractal.
That way, even if the game is moving in another direction, we would get the feeling that we’re also choosing what we get into the game. And in my opinnion that’s something that could benefit both the players and Anet.
I don’t know what else can i say, any feedback please? :P
I stopped hyping GW2 as a great game a while ago – mostly due to the bugs and not much happening on the updates front – but I always recommended it as a fun game exploration and leveling wise. This patch and the trait revamp killed that, so…
Well, you know, maybe it’s even a marketing movement to move people to Wildstar since they’re losing people really fast as i heard. At this point i could believe any possibility.
(Not native english, sorry in advance about typos or broken sentences).
I can’t recommend the game neither. Being in charge of a big enterprise myself i can’t help to admit that i would get someone fired for this revamp if it would depend on me. Period.
I’m not trying to be too much into criticism, but new players leveled up without major issues for 2 years and were HAPPY. That’s the keyword here, happiness while leveling is something i didn’t ever seen in my years of Lotro, Lineage II or other MMOs. Leveling was always a tedious and boring work. Here in GW2 everyone i asked had fun while leveling.
Why the change?
Of course some bad apples, or a 1% of the population will have problems trying to figure out how to learn specific useful stuff, but in that case all you had to do is add a tutorial (like the new dodge training).
While the majority of the players will instantly understand that an arrow will not hurt you if you hide behind a wall, it’s true that a small percentage of the people won’t do it on it’s own. Would you remove the arrows from all the enemies of the game just because of that?
As another example: There’s also players that can’t play properly because they have Arthritis or other issues. Does that means that you should remove or change all the Jumping Puzzles in the game because that minority can’t complete them as easy as someone without those problems?
Sadly the answer to both questions is NO. If you remove all the content that a 99% of the players like just because of a 1%, you will end up losing a majority just because of the greed of trying to make “happy” a minority.
A humble advice
You need to learn and accept that everyone can’t be happy, and try to tweak the system a little bit to help the unhappy players, but not at the cost of losing your already happy customers.
It hurts to accept the fact (even it hurts to me) but a game is not designed to the appeal of everyone. Gating stuff behind certain levels was the worst move Anet could make for a new experience, because it completely removes the possibility of a new player to learn something valuable on it’s own.
There is too many players that love learning for it’s own and won’t accept low level guilds or help because it’s more challenging to do it on their own. You removed that, and also the engaging effect the combat system had in gw2.
Play how you want, remember?
You could choose to fight in so many ways at low level that it was fun to try and get engaged into the game. Now you are only able to use 1-2 boring skills, and eventually 1 more… or another one in 12 levels… People will be bored by then! that’s the problem! time invested before getting engaged.
If it takes too much time to have fun, the players will leave the game before they even seen the stuff they might in love with.
There is always a better choice
In my humble opinnion, i feel that Anet wanted to adress the possible issue of thinking that you’re using the same skills at lvl 80 that you were using at lvl 2. Yeah, maybe it could be a bit boring by the time you get to the top end. Nevertheless, it would be so much better to add more skills and weapons to high levels than blocking the actual ones to low levels.
TL;DR
Anet though there was some issues learning how to play, but instead of fixing them, they made it a lot worse. They really need to change their priorities or add surveys to the game to gather information before major changes.
(edited by Elrey.5472)
seems like a bug to be adressed.
Are you sure? Had you ever use that bridge? I can’t find a way to use the bridge, what makes the confussion issues for most players.
That makes sense. As you both wrote, having this kind of information readily available can completely change what tactics a commander knows they have available. The more fine-grained that information is, the more advice they can give to individual members. Though getting into available skills like portal/banner/healing tome, and especially actual stats, gets a little tricky. The more detailed and specific to a player the information is, the more open it leaves players to harassment if a commander doesn’t like someone’s build. I’d hate to sour people’s impressions of joining squads if they happened to have a few bad experiences. Even if there’s an opt-in checkbox somewhere to advertise build information, players who choose not to may still be harassed.
(Side note: If any player anywhere in the game is ever being abusive or bullying anyone, please report them immediately.)
Following is a clunky first-pass of an idea, but how useful would something like “/squad count portal” returning the number mesmers in the squad with portal equipped be? (And so on for any skill by doing a text search on the name.) Is the clumsiness of it offset by squad members changing less often than this needs to be checked? How useful is it compared to asking for portal counts in text or using voice chat?
In my opinnion, commanders should know how many players of each proffesion are in his squad but NOT what skills they choose. Just as you said, it could be used to harass people and that’s something i don’t want either. However a visual count of number of players and what proffesions are they in the UI can be really helpful for the PvE communities to manage big world events.
By the way, thank you for the Shift + Left Click feature! I didn’t know that one works now for the entire squad ^^
This picture says it all.
http://howellq.files.wordpress.com/2014/07/wp_frostreach.png?w=869
Please fix the map so it matches the reality, yesterday a commander was trying to move the zerg through there just to notice there’s no bridge and people started complaining. However i can understand his frustration, the map isn’t accurate.
Having some nice way to clean up the squad would definitely be useful. Does it need to be fine-grained to each player? Or would something along the lines of a “Kick offline/afk members.” button serve enough of the same purpose? That might do something like remove players who have been offline or afk for five minutes from the squad, to make room for more players and to clean up the UI.
Something as simple as a readycheck? A button that only the commander can use, it would send a request to every member of the squad, if the members doesn’t click “ready” in less than 5-10 seconds, it kicks that player off the squad.
If that happened, the game should send you a chat message telling you that you were kicked off the squad because of inactivity. Otherwise… people wouldn’t notice if they were kicked from the squad just because the commander did a readycheck in the only 2 minutes that took you to go to the toilet (that was an example, of course ^^).
(Not native english, i’m sorry for broken english).
If you don’t mind, i’d like to give some feedback from someone that never plays WvsW but uses the commander tag almost daily to command Tequatl, Three headed wurm (marionette and lion’s arch knights back them)…
I feel the OP is right in most of the points. Commanders really need to to be able to have some data in order to manage a group of players with minor misstakes. Most of the issues that i’ve seen has been about not knowing how many players of each class there’s around.
-Example: Everyday in Tequatl we ask to our map chat to type a W for each warrior in the zerg, in order to manage how many banners to rez people we have. We also ask how many guardians for the Tome elite skill to heal if needed.
How many players of each class/proffesion are around is something a commander should be able to know in a blink. The need to ask is a big waste of time that i believe it will also affect the WvsW zergs. If the commander notices there’s a lot of necromancers, he can expect strategies involving fears in advance. If the commander notices he has 2 mesmers, he can build up ambushes with mesmer portals.
I feel dumb trying to explain this in english, but i believe you get my point: More data about our squad equals to a better management of the squad itself.
That said, another issue that i’d like to see adressed (if possible) is to being able to see every single member of the squad in the minimap. We already got a system that works that way, for groups (right now you can see where the people in your group goes as blue dots). We got also something simillar in the WvsW maps, but that shows everyone in the map, regardless of your squad or not.
For PvE events, I feel a commander should be able to see where any member of it’s squad is (or even better, not only commander but everyone in the squad should be able to see their allies). That way we can easily redirect some troops in 1 direction or another if needed.
-Example: In dry top we got 6 different groups doing events at the same time in order to reach Tier 6. Sometimes we are blind wondering if a group made it or wipe. Every group needs to complete an event and then move to the next one. So what’s the problem? People too busy fighting for their life to even type in the chat.
In those scenarios, or even a Tequatl defense, if the commander could easily check the minimap and see how many of those dots are dead or alive, he could redirect some reinforcements or just check that everything goes fine.
(edited by Elrey.5472)
We want THE MARIONETTE!
Meanwhile I’ll keep sending tickets for the more exploitable issues that I would prefer not be made public knowledge so that everyone would abuse them.
They should fix the Mossman. I’m used to play with my guildies doing legit runs (yesterday we did fractal 43… yeah, the kittene) and it put me in a position where i didn’t learn any of the exploits the community use. So… when i try to join a group that wants to use an exploit; if I say that i don’t know about it, i got kicked, and if i say nothing and pretend that i know it but i fail at it, i got kicked as well.
Short story: The community toxicity kicks people because they don’t know or don’t want to break the Rules that everyone accept when they create their account. That really needs to be adressed.
This is gonna be hard in english… lets try:
Sometimes i break out of the maps and i find interesting behaviour on map textures. The same “piece of paper” (let’s call it that way) gets a solid texture from one side, so you are actually seeing a wall, but if you go around and watch that very same “piece of paper”… well, it’s invisible. That allows me to see everything on the other side of the “piece of paper” allowing the camera to see in a directiong where there’s something solid.
That gave me 2 ideas:
- Could it be possible to place cameras inside walls, but allowing the player to see everything in the other side as if there was no wall?
- If that happens, could it be possible to just “gray out” a bit the screen when the camera is inside a wall/object/something and you are watching throught it? Otherwise it could be confusing.
Not sure if that would solve something, just my though.
Edit: More thoughs.
Does the different colours on that picture surface matters for the camera system? I mean, would it be possible to make a surface with collision only for the camera but invisible for everyone else? I guess it’s because i’ve seen invisible walls in lot of places and they’re annoying for the camera. Maybe playing a bit with that could help to fix the issue.
(edited by Elrey.5472)
If they’d let the players choose what to do, I would create a new dungeon alone even if takes me 10 months, it’s the most desired content in the game. Sadly i don’t have the tools for it and Anet won’t let us do “what we want”. They want us to focus on Living Story, and i feel that’s ok, but only if that wouldn’t completely remove the chance of getting other kind of content more often.
Exactly what Sublimatio said. I sometimes join Aether groups in a row, do the ooze font puzzle and leave to join another Aether run, do the puzzle and leave.
Why? the simple mechanic it’s awesome, fun and i enjoy it. I laugh a lot when people die in the fire, i find interesting teaching people how to use efficient reflects and Crowd Control and i like the feel it gives to player when they accomplish it. And if i want to troll, i just join and say nothing, and then i watch them fail until i ask if i can Solo 1 side while they 4 do the other one… xDD
Short story: Spoj, a lot of people love it, my guild and my friends also share my thoughs with ooze font. If you don’t like that, i respect your opinnion, but you should also respect that it’s something unique that other people love, and removing it would be a huge kick in the face for that players (Same as it happened to the players that loved the removed TA old path. Please let’s not repeat the story).
(edited by Elrey.5472)
You probably completed a map before a revamp. That map will show 100% but the revamped points of interest will be undiscovered.
Check Kesses Hills, everything around the tower of nightmares and the lake. Check also Lornar near the Middle-East side, the ground of the marionette.
It will also help you to open the big map and hover over the name of the maps, it will show you if you miss something in any map.
The spanish community is kinda similar to TTS as i’m reading in this thread. This didn’t happen in purpose, we both just tried to find a working way-around of the coordination issues of GW2 and found something that works fine. That only makes more obvious that this is not a guild problem but a game lack of coordination tools.
Here in spain we kill the three headed wurm weekly and we are not just 1 guild, we are more than 20 small random guilds that share the same teamspeak and divide into channels. We got a public teamspeak where anyone can join, and no need to represent any guild to play there. The event can be done without it, but due to the coordinated level the event needs, we seriously encourage the players join our teamspeak, and while the event lasts we are all on the same channel speaking and socializing with the rest of the community and different guilds.
That said, it’s not a closed environment. We had some level 55 players last weekend, random map guys that were just passing by and helped us to kill the wurms. We weren’t angry at all, it was actually kind of fun to have them asking all kind of stuff about why we were there and what they’d need to do to help us.
I also heard about a Far Shiverpeaks teamspeak that kills wurm on a regular basis.
So… if you don’t like how a certain guild/community is doing it, try to join other ones. Just make sure that you team up with the communities expectations since this events aren’t the usual brainless zergs hitting skill 1. Your role is not just needed but really appreciated if you do it fine, and it could make a difference.
(edited by Elrey.5472)
The marionette was perfect. Why? Because it could be won or lose at any moment.
Right now we got bosses that we know it’s a loss without coordination (three headed wurm) and bosses that we know they are a win no matter how dumb the people is (shadow behemoth, shatterer…). However, marionette was sometimes a win and sometimes a lose, which made it fun. In my server map (Baruch bay) i commanded it daily 3-4 times and after 2 weeks the number was something like 24 wins and 29 loses.
What i want to say is… that it wasn’t impossible but neither a faceroll, people had to be focused and not just spam skill 1 to make it through.
It also divided zergs into 5 lanes which made zerg lag dissapear to a certain degree and it had fun mechanics for mini-bosses that made you realize the whole event depends on you, not the big mass of players around. We were reduced to rooms of 4-5 players and that’s good because it puts the pressure into everyone, and if the event was suceeded, everyone knew it was because they did fine!
Seriously… put it back
(edited by Elrey.5472)
Favourite: TA Aetherpath
Least favourite: HoTW
Only Marionette. I lived there!
You are not alone. I commanded marionette 6 times per day, daily, for weeks… i miss her. PUT IT BACK, ANET, PUT IT BACK!!! (Sorry, i couldn’t help myself xD).
I also believe the area beneath divinity reach should be open for all the players as permanent content. We could teach our newbies guildies how to fight properly in the Solo arenas above it (but please remove the ticket costs for it).
(edited by Elrey.5472)
Unlike Arah, where if everyone dies at Lupi you might be able to solo it, good luck fighting the last boss when someone decides to constantly kill the holograms and keep ranging the boss which makes the fight floor full of spinning blades.
Clockheart is 100 times easier than lupicus imo. If your group is really bad just let them die, be ready to dodge or block the tier 30 attacks while they die, then solo it. Also ranging it i find clockheart way easier, the spinning blades aren’t random at all, they drop where you are when he growls. Most of the time i am not even facing clockheart, i just “hear” a growl and i just move 2 meters away from my position because a spinning gear will drop there. If you suddenly get torment that just means you are in range of his 180º arc frontal attack.
Clockheart it’s so easy that you don’t need to even see his animations. Just pay attention to the sounds, your conditions and range it like a bearbow would xD.
That said, i gotta admit it’s fun to let them die when they kill holograms out of time
(edited by Elrey.5472)
Suggestions
- Same as Lilith said, let us skip cutscenes for all 3 bosses. Speed up the opening door to start the path and also after ooze room, but i’d also add: electricity puzzle. Waiting 30 seconds for electricity to appear is boring, although I loved the story the first time. I guess Caithe story could been told later if you speak with her in the secret room? (Something like her telling us "while you were in the electricity room, i was fighting outside! And they caught me!).
- Don’t allow the Foreman Spur army to reset if they move too far. Since you need to jump down and you can’t move them outside, those enemies should have no reset range and would make the challenge… well, challenging.
- Do NOT remove the ooze puzzle, please, which is perfect to learn positional awareness, crowd control and condition management (In my guild we use it a lot to teach people and it’s quite popular). However i can see it tuned down with minor fixes for lazy faceroll players that disagree on teamwork, such as 1 of the next ones:
— Increase respawn time for elementals from 15s to 30s.
— Remove 2 elementals per side (4 in room, not 6).
- Remove or tune down the fear skill of Sparki and Slick. The room is challenging enough without that, and it only makes it annoying.
- Remove the flowers in Sparki and Slick room. The amount of times a newbie player started the fight while we’re not ready just because he was trying to destroy all flowers is… well, ridicously high xD.
- Add 3 invulnerability buffs to Foreman Spur each 25% that last about 15 seconds to remove the possibility of nuking him in a corner in just a few seconds and not dealing with the mechanics and the intended way a boss should be fought.
- Please PLEASE make holograms in Clockheart room never reset to their spawn position. This is probably the most awkward moment of the dungeon and sometimes the reason of a wipe.
- Autoenable the Clockheart invulnerability buff each 25% health, to stop groups that nuke him in 20 seconds in a corner.
- Steam machines should spawn enemies even if they don’t have line of sight.
- The captain after Clockheart should be able to Kick or push people down to add a little challenge.
For fun
- Add an achievement involving the 2 naked Aetherblade enemies in the pool! xD.
- Add something to do with the husks that run out of sparki and slick room.
- Add an achievement for surviving 5 tiers 30 attacks in the same fight.
- Add an achievement from stopping 5 tiers 30 attacks in a row.
- Add an achievement for dancing at same time as Slick (And let players figure out that they need to wipe at least once and then wait near the door to complete this one xD).
- Let me Beta-test the fixed Aetherpath!! (i can dream)
(edited by Elrey.5472)
Lilith, my english is not perfect, i hope you can understand my suggestions and add them to the post.
Aetherpath
Rewards
- Increase reward from 2.5 to 5 gold due to time needed and difficulty.
- Add a reasonable way to get a 100% of dreams skin. Even if it’s to get 100 special Aethers tokens and you get 1 token per run. (I already did 300 and no skin…).
- Add a better reward from the chests at the end and change how that events works. Right now most people just do chests and leave other events unattended. Instead make a double-event; Completing all the other 4 events should make chests event appear and the 10m minutes would be used only for chests and not wasted on defending caithe/npcs.
— Add 20-30 secret locations for chests but only make 5 of them appear all over the dungeon, so we actually need to find them. Also increase the loot from it, 95% of the times, we get greens from something hard to find that you even need to have a key for and costs money from the BL. It isn’t fun or fair or rewarding enough.
Fixes
- Fix the reset of spiders in the first room. The petrifier constantly resetting if the players need to step back to heal is annoying. Make those spiders have whole room to fight, so either we win or wipe.
- Fix the ooze at Slick and Sparki not moving sometimes. It gets stuck trying an animation that never ends (we use Fears to fix it because other skills like Kick won’t work).
- Fix Electricity in final boss room while in generators phase. Right now if two places got electrified and you got damage from electricity in one of the sides, you can safely step into the second one and will never do damage to you.
- Fix the need to do a small step back if someone tries to get into clockheart room while others are already inside. Right now players will find the wall and going towards it don’t put you inside until you do a small step back.
- Fix the rare bug: Clockheart room gets locked after defeating it, teleporting you to the entrance of the room upon trying to exit from west… multiple times, same as the weapons facility fractal Cage room (i think u all saw that bug). It happened only twice in 300 clockhearts, but was not fun.
- Fix the infinite shield of holograms on clockheart room if he resets while someone is in combat (happens rarely).
- Fix the bug that sometimes makes hologram don’t appear if you get out of combat after a tier 30 attack. No holograms means no way to stop more attacks and pretty much a wipe if he got too much health.
- Fix Slick throwing oil to the walls, so high that i can’t be cleaned (Players fault for staying near a wall).
- Fix Foreman Spur whirlwind skill that sometimes aggroes you from 3meters behind and drags you all the way behind him in a weird whirlwind dance.
- Fix whirlwind damage if you get caught. As example, endure pain doesn’t really works, despite it should block it’s damage.
- Fix or remove the invisible wall in the East side of Central structure in Clockheart room. Most of the time it forces him to do a weird circle to move, sometimes you get “obstructed” throwing arrows and sometimes you die because you can’t exit electricity if thrown inside because that invisible wall is there.
- Fix Sparki so it cannot be aggroed outside his room. (After a wipe, with 1200 range, if he’s not close to slick or ooze, you can move it down the hill and just kill it there).
- Fix the porting to the platform in Clockheart fight if you die in electricity. People should self-rez in electricity so we can choose were to go. By moving us to electricity, gears at platforms usually means a 100% death.
- Fix the platforms in Clockheart room! sometimes a platform gets up and your character is locked down under the platform, where you can’t exit and then you die.
- Fix electricity in Clockheart room after a wipe. The electricity won’t always wipe out and sometimes you need to start the fight with the previous fight electricity ON. If you had all 4 areas electrified, that can block progression.
(So many fixes needed that i need a second post).
(edited by Elrey.5472)
Chris +10 points.
The Build number was a nice detail xD
Random questions of the day for fun purposes:
-At the actual market price, how much would it cost a single +70 Agony Resistance item?I managed to get a number like 6665327449000000000000000000000000000 gold, but i’m not sure if it’s accurate.
It also makes me wonder a second question.
-Has anyone done already a +20 item?
I’d play it if the ooze puzzle were removed.
Funny… i’d stop playing aetherpath if the ooze font were removed. Why? because i love puzzles, positioning and people synchronized on teamspeak or chat.
A dungeon is a place to go with a team. A place where you actually need to play with people. Not a place to solo content along with 4 more players that are just taking care of themselves. That’s a problem the missing trinity made in gw2. Anet found a way to adress that and you want it removed?…. makes no sense to me.
Like Blaeys said, we need more dungeons like this one. But the rewards must be increased for it.
I like the rare skins being rare (although it feels like Fractal skins rng somtimes).
Also why does a character that hasnt completed the path before unable to see waypoints unlocked when joining a group that’s halfway done in the path? I dont remember this an issue with other paths.
Rare is ok. but more than 250 runs… seriously, with 0 drops… and people with 1 run gets that drop… That system doesn’t really seems rewarding at all.
@Elrey: Agree, tho these skins should somehow stay path specific… if those who do daily up/fwd get access to the same stuff, its like giving it for CoF token too. Aetherized Nightmare skins should stay aetherpath related.
yeah, that’s why i said to get them by tokens for the skins, but i mean specifically Aetherpath tokens, not TA tokens :P Anet should make new ones.
Btw hi, seems like you joined me at oozes xD
I see many of the suggested “fixes” as faceroll changes for lazy people, please DON’T do that. Ooze room is done with 2 players, any class, they just need coordination (i do it al the time with a gurdian friend, or a ranger, or a necro, while the other 3 watch). Pugs just need to learn, same as happens with Arah Lupicus. Aetherpath is not hard, it just needs people to work with each other, wich is the point on Grouping for Dungeon. I’m really sick of joining dungeons to just play alone with some random guys running nearby. In aether we really need to speak with the people, coordinate and work as a team. Don’t remove that, instead make other dungeons that challenging.
In my opinnion, the path is almost perfect. Anet did a nice job, but the problem with the path is the skins. Aetherpath lacks on reward, they needs to be acquired by tokens instead of RNG (and i say this after 270 runs with no luck, when a guildie won an “of dreams” skin in his First run). Not fair Anet, not fair.
To fix: Let us buy the skins with tokens that drop specifically in the aetherpath.
There was only one thing wrong with the Aetherpath dungeon and that was the other dungeons. The other dungeons allow speed running for better time vs reward.
(edited by Elrey.5472)
I just found this one today… it was epic fun!
Anet please complete this puzzle and add it to the game
(bumping this thread as a reminder for Anet just in case they forgot about this stuff. A lot of hard work was put into creating this masterpiece, finishing it would be great)
(Not native speaker, sorry for typos)
Today i’m here with 2 suggestions. One to Anet, another one to the players.
To Anet: Please don’t gate the different tag colours under different 300g purchases. Getting gold should not be the way to prove that a commander actually can command. Rank/Experience/Time played/Anything else would be great, but not money since a level 1 player could have all the colours tags with his credit card and have no idea of how commanding works. Also, all colours should be availible for anyone that’s willing to pay 300g for the tag itself, different purchases will make people just keep using just 1 colour.
To the Players: With the mega-server system, we’re gonna have a really messed up situation if different colour tags are activated randomly, because of that I suggest that we all agree and the community assign different purposes for each tag. Also spread the word among your guilds so we all are prepared when the update hits. (Anet could also write a small tooltip as suggestion for each colour, if they want…)
-Blue: To defend something.
-Red: To attack something.
-Yellow: Farming, either a champ train or karma trains.
-Purple: Guild missions.
-Green: Support. Fake attacks in WvsW to create orange crosswords. Support groups for PvE whenever a big event like the Three Wurm Head or Tequatl needs it.
What do you think?
(edited by Elrey.5472)
(not native english)
Ok. For the new diary achievements we go blind and we don’t know what to do, but it’s a bit silly to me that i need to repeat the story again to complete achievements.
As example, i did the last instance (the one with the statue) on my first try just being careful. It did happen that i dodged every attack and those lights and i managed to immobilize the healers and kill then fast. I did this because it was suppose to be that way, so i was happy with my performance. My positional awareness was perfect and i was smiling like a little boy just because I faced the unknown and beated it flawlessly. Then after i complete it I realize i need to go back to complete achievements… and fail 4 times dodging attacks and the lights… and waste 1 long hour just because the achievement wasn’t rewarded the first time i was there. I had to complete 1 more achievement, and i did in repeated tries, but yet i feel like i wasted a lot of time. And same happened with Aerin and his barrels in the previous update…
I’m the only one that i don’t see a point of why can’t we complete achievements on first run? If anyone doesn’t want, he can just skip them and repeat the story for them, right? :\
That was fun to see, although the sound was annoying xD
i do aetherpath daily. 250 runs already and more coming. The reward is not great but you pretty much said why i keep going: Because it’s fun and challenging.
However i want to say that laokoko might be wrong since i see aetherpath runs at all the hours every day on europe LFG. Aetherpath was indeed rejected for months, but right now it’s being farmed so often that sometimes you see more groups for it than UP or Forward.
I’d pay for real data from Anet saying how much people goes to that dungeon.
This is a well-designed enemy and the game needs more of them. Faceroll sucks in every part of a game, because you just press 1 and win. This wolf might make you change your utilities, weapons and traits, but it’s completely doable, that’s what we need.
I personally face-tanked it with no problems on my warrior with zerker gear but being aware of everything he could do just because i’ve seen them out in the wild.
Things to have in mind:
- 2 Evades, use them when you need, not randomly.
- POSITIONAL AWARENESS. This is most of the time the biggest problem of the gw2 population, they don’t understand the importance of being in the perfect place and moving 1 meter around the enemy facing it if he moves 1 meter as well.
- Read enemy skills under his health (massive damage if he hits from the back or the sides) and just kittening face him.
- Check conditions and buffs. You got retaliation? don’t attack if you are low of health or cure that.
- CC is mandatory. Someone said that you only have 2 evades… that’s not true for any proffesion, as examples:
— Elementals: 2 evades, mistform, arcane shield, teleport = 5.
— Guardians: 2 evades, F3 Aegis, retreat, GS3 Blindness, renewed focus, F3 = 7.
— Necromancers: F1 skill 3 to fear, staff 5 to fear, dagger 3 or 4 to blind, well of darkness to perma-blind… = more than 10 with the perma-blind.
— Warrior: Bow 5 to immobilize, GS4 to cripple, stomp to send him away, fear me to do that as well, bow 4 to blind, endure pain, defiant stance, GS3 whirlwind, 2 evades: 10
Ok, i only play a warrior and i got a “slight” knowledge of other proffesions, but for god sake, you got A LOT of skills to control a battlefield than just DPS skills. Learn how to play your class properly.
There is 2 kind of players with “The challenge of GW2” meta.
- The ones that go full damage: kill something before it kills you
- The ones that ignore the damage they do but got a battlefield controlled so they never die even if it takes 20 minutes to kill an enemy.
This wolf and almost everything in the game can die with those 2 ways to play. It seems you neither do nuke dps or know how to use your character to control the battlefield (and not let the battlefield controls you). I suggest you to join Arah explorable Path 3 Solo and practice in the Elite Risen Mages near the entrance. Solo them getting 0 damage by just watching their animations and using blinds, aegis, blocks, dodges and everything availible to never ever get even 1 damage point. If you can success on the mages, then try the Hunters, Elementalists or other Elite enemies. Maybe you learn something.
(edited by Elrey.5472)
1 vote for Aetherpath (Twilight arbor)
It’s because i did step near the entrance
^ This can cause agony. Also, both bosses can cause agony with attacks (which are avoidable of course)
Each time i step near it or does it have a cooldown to not perma-spam you with agony?
First of all: I’m not native english, sorry if I say something wrong.
Second: I’m really casual and play how i want, my runes are nightmare ones because i love the random effect when thiefs ambush me in the WvsW maps, i use bow and my own traits just because i like them, i’m no trying nor will maximize my dps because i don’t want to.
Now the real question: How this fight works?
Yesterday i tried for the first time to solo this two enemies on fractal level 33 (flank damage does more damage): https://www.youtube.com/watch?v=CrJDspjNdOM
Yes, i’m a clicker. And yes, i use double-tap directions to dodge xD.
- I noticed the berserker waves can be jumped and also dodged (i prefer dodge since it’s more reliable).
- I noticed the fire from the other guy does not big damage, however the fireball when it hits the ground and puts the fire does an INSANE damage.
- I found by misstake that jumping to the bridge randomly ports you to the room (0:47) – (first time happened when a GS5 charge went a bit out of control because of a speed buff xD).
I was doing ok, some fails and some perfect moves, yet random agony eventually killed me. Where did it came from? Why? It’s time based? It’s because i did step near the entrance? because i was too close to the fire enemy?
Just need that information ^^ thank you in advance.
(edited by Elrey.5472)
Not affiliated with ArenaNet or NCSOFT. No support is provided.
All assets, page layout, visual style belong to ArenaNet and are used solely to replicate the original design and preserve the original look and feel.
Contact /u/e-scrape-artist on reddit if you encounter a bug.