i just hope it stops all this skipping and exploiting since its getting directly stupid -.-
would be easily countered by 2 things
1: mobs NEVER! resets, once you got agro its there till you die or mob dies.
2: exploiters are punished with BANS!…
would completely fix the entire issue.
but doubt anet got the brain to figure out why all this exploiting and skipping is completely killing their game..
no cd stuff. rest i am all in for
they are about right, the big issue is that no one are doing them without exploiting so when regular players which no nothing but exploiting meet a path of the higher lvl dungeons which cannot be exploited they are completely skilless and clueless of how to handle it and the bosses/dungeons are made for the players to have used countless hours on learning this stuff by having fun playing which the players havent done becouse they have been bored exploiting everything… and anet dont care and dont do kitten to stop it…..
if people actually started out by doing story mode till they where comfortable with the run then switched to exploration mode and actually DID all instead of skipping 90% and exploiting the last 9% having to kill 1% easy mode mobs, then i am sure any one would have the skills to feel like the dungeons isnt too hard.
rewarding some marks for story mode would be smart to incurage this as well
(edited by Erebus.7568)
they have NOT said they would put this in, the only time a dev have stated one or the other was right after launch where the statement was “we dont see why anyone would want this and we got no intention of making an lfg system” -.- loooong ago… anet are quite useless when it comes to taking community feedback
i dont see the “reward” in that system?! o.O its a pure “do this or you get punished”.
i dont believe a game as free as gw2 should punish people. instead i think it would be cool to reward people with bonus buffs when you complete events.
as used in the example given, instead of punishing them if they dont do it, give them 10% MORE then normal when they do it. meaning:
i run around in 1-15 human i free a bounch of farmers and clear out the centaur, now i got 5% bonus on gold drop from mobs for 24h becouse of what i did on each event but since i finished 3 events i now have 15% bonus for 24h.
so the more you complete the more bonus of different things you could get…
dont punish but reward.
when that is said i find it sad that you get to be 1-3 lvls higher then the mobs when you enter a lower lvl area, makes it crazily easy you should be delvled to max 1 lvl over the mobs and preferrable same lvl or 1 lvl under to insure that it keeps a minimum challenge.
i actually thing delvling you to 1-3 lvls under the mobs would make up for the benefit you get of having much better statsed gear (60+ gear is 3 stats 20- is 1 stats, pretty huge different, + all your traits etc. which you wouldnt have if you where the lvl of the area, so the disadvantage of a few lvls seems balanced)
Range indicator(wanna know the exact range to my target/s).
auto approach option on skills to get within max distance.
option to turn on system to prevent use of skills which is not usable unless your within max distance and have los, meaning you could remove the situations where you see skills going on cds without having any effect at all (it would simply not allow the cast of the skill unless the criterier for a successfull cast was mead.)
-.- point click to move is a thing of the pass, its anciant history becouse its simply a inferior control scheme, its useless compared to the current asdw/mouse camera control scheme..
HOWEVER i do not see a reason for not allowing this due to gameplay choices, and i think auto approach on skills is a need as well as a “range indicator” at the name and making skills which cannot be cast unless casted at a foe unable to be “wasted” meaning if it cannot be casted due to lack of los, range, etc. it simply does not go off and isnt wasted.
basic stuff like that need to be optional which you can choose to set on/of
if anyone played DCU you know this one: i would love to have the customization system of dcu, where you unlock armor looks and can thereafter change any armor part to any look you already unlocked on that char, meaning that you can customize much much more and continually switch look depending on what you find the best.
That is a problem. The world with that bloom effect looks like it’s being seen by a slightly near-sighted person.
I’m slightly near-sighed, and when I’m not wearing glasses, the world looks like your bloom effect pictures.
+1
: full costumizing on item stats. (ofcouse stats have caps on how many stats points etc. but so you can make the set with the stats type that you prefer ^^)
scythe.
……………
ty :P
i LOVED the early arts of silvari and asura, now they just look like kitten -.- sooo sad and nothing we can do about it, seriously just fail anet
+1..
in general you should just be able to FULLY costumize which stats you want on these thigns.
Stuff i would love:
Necro:
I would love the skill ”necrotic grasp” be switched out for the skill “Crimson Tide” I think this would complement the weapon much better and give a better meaning with the rest of the skills.
Would like all skills in death shroud to have 50% of their damage converted to condition dmg so that condition dmg builds doesn’t get screwed completely in shroud.
Ability to raise undead from corpses (or up through the ground) in high numbers which then decay and die pretty fast.
One of the things which made necro super cool in gw1 was to see your big undead army raveging through enemies then to decay and die a slow but 100% sure death. Having them as permanent pets doesn’t feel like a necro at all :/
Ele:
Healing rain regeneration to give 1,5 sec instead of 1 sec.
Geyser, to attach itself to a friendly target when cast on it.
Water blast, to be able to target friendly targets(selftarget) specifically instead of only enemy targets (since it’s not used for dmg it seems weird)
A good DMG elite skill, like a meteor storm type ting (something really cool looking which is focused on bringing out high damage) or just 1 actual good elite skill.
A special (attunement counts as its special right now, which I think is really sad since it doesn’t seem to add what it should. Would have loved something like the worriers special but decided on the attunement you are in when using it.)
Better synergy in traits:
SUMMONS:
For all summons to NOT take dmg from MOBS aoe attacks (seriously summons gets killed instantly on aoe constantly o.O it makes them useless 99% of the time here.) I would even welcome to give all summons traits which makes them indestructible in the same manner as the guardian had for his summons.
Warrior:
More diverse gameplay (gets boring fast, run in spam all attack skills in head roll direction, dodge, spam all again, repeat until dead.)
Mesmer:
All clones to actual do dmg.
Most illusion to be able to do more dmg.
All illu+clone to not take full dmg from aoe from mobs (they die incredibly fast too fast against aoe’ing mobs)
Confuse should last a lot longer, its quite useless in its current state.
Better disruption abilities (not much disruption compared to gw1 mesmer, they don’t feel related at all)
Gaurdian:
Ability to trade power for extra thoughness, like “convert 50% of your total power into toughness (meaning if you had 1000 power and took this trait you would now have 500 power and +500 toughnes) not sure of the point ratio in power/toughness but some balance here is diff possible.
Same trait for precision converted into Vitality.
An ability which pulled enemies and linked them too you continually doing a very small damage while crippling them as long as they are within a short distance from the user (dodging breaks the link, so does it if you move more then 350+- away from the target.) should created huge provocation on mobs making them target you more (YES AN ACTIVE TAUNT SKILL!)
General stuff:
Ability to turn on Fully coloured aoe fields: meaning when enemy cast aoe, it colours the entire area in a transparent colour instead of only the very small ring line.
(edited by Erebus.7568)
did you use the skill applie the boon and look at the boon itself and check the timer on it rather then looking at your skills
yup, both tested the info on the skills and tried the actual use and looked at durations, since i am in full boon % its not hard to see when none of the % is applied :/ 17% extra is enough to easily see when its not applied
test was done with ele, so i dont know if it applies on other classes as well, but for the ele it didnt apply those 17% on any of the boon effects :/
(edited by Erebus.7568)
neither the snowflake ring/amulet/earring nor the “giver” sets add their % boon increase to the actual boons.
making them absolutely worthless…
its quite amazing this isnt tasted and that it comes out bugged and not working -.-
class issue’s:
warrior/mesma(they seems very fine as they are right now, i could be wrong since i am no pro on both but from what i have tried and seen these two really feels good and they do their job exceptionally well)
guardian, need more tank.
engineer: no idea really i see so few of them :P
necro; need bug fixes, better pets, better condision dmg and much longer condision timers for bosses (debuff etc.)+some skills which can give a minimum support for the teams.
ele: better healing ratios for healing power (much better), tweaking to dmg/survive(i would say more controlled dmg), aoe’s being easier placed(faster placed after casting, especially healings(friendlies moving out of the area before its casted etc.))
thief: again i am not sure, i would say much more close combat dmg with some better survival skills to protect specificly against aoe, but havent touched this enough to be able to say
I’m having a lot of difficulty with Honor of the Waves. Each time I enter the dungeon, about 30 minutes in I fall asleep. Does anyone have any advice so that I am able to stay awake and complete a full path?
well my first suggestion would be STOP TAKING DROGS!!! or if you have too keep it to the speedy stuff.
second, drink lots of soda.
3rd. be better at it so you can speed it in less then 30 min ;P
serious answer:
you can’t do anything, if you find the dungeon wildly boring do something else, dont wasted time with it. if your farming for a specific set, get your finger out of your kitten and bite the apple and just get it over with, its so few hours you need to grind it, you will manage.
That would be awesome. Anet should add voice over there saying “I’ll be back”, modulated of course.
that would be funny :P +1
it’s a matter of design of the game..
the design on dungeon mob groups generally need changes, data for this cannot really be gathered if people are all skipping the mobs.
that and it is the very same as simply just using a wallhack and going streight to the boss, it’s simply put makes the dungeons uninteresting, boring and blend to run..
on top of that people that run dungeons SUCK MAJOR BALLS!!! in general and they will never EVER get better at the game becouse they never actually do the encounters or the bosses, they learn to exploit and run and that’s it and its hurtfull for the gameplay experience of every one else which runs with these people becouse they are sooooo bad when they actually meet something which they can’t exploit/run… +they are breaking the game design thereby giving a false input of how people see the actual design becouse their input on forums as an example here is twisted becouse they never actually did the content sustantially to speak about what need tweaking, what was fun and what was boring after a while.
i could go on for hours, but i won’t people that think exploiting, running pass everything in dungeons, etc is totally fine are just as easy to talk logically with as if you tried to convince your cat that something was better then something else with logical argumentation -.-
yeah pointless with stat combos withouer at elast 1 offensive stat, since a full support, or a full defence build in a group is deathweight, everyone should be doing some dmg, all the meanwhile they support the group and ensure they themself can survive
we would like to be able to do a setup of “pure tank, pure support, pure dps” build as we like the maxing and perfecting of one aspect of the team, we do not want to be the “all in one build of superheroes” we do not find it fun…
if you disagree there are planty of sets which you can choose but we would like the ability to choose this one for us
personally i think the sets should be able to have the stats that you like them to have (3 different stats of x value depending on the stat.).
a team of 5 all doing some dmg, some support and some control would be far more effective than a team of 5 where 2 deal ONLY dmg, 1 ONLY do support and 1 ONLY tried to tank (and in the end likely fail horribly at it, as aggro is not predictable in this game). That is simply how the game is made to work
thats kinda the point none of us likes to be “a bit of everything” its NOT fun and makes every one play the same without roles..
we like feeling specialized, and you never do ONLY one thing, but you got a primary role which you specialize in.and yes you can do it in this way and yes its not the most effective at all, but we would like at least the ability to feel somewhat specialized.
i do see it as a major issue though that the game is made in a way where you have a very hard time doing this becouse they wanted to not force you into a role and by doing so they forced EVERYONE into the same role -.- which is more fail then the triologi role system since this is just the 1 role system
Speak for yourself, cause i LOVE the way the “roles” are in this game as do i know quite a few others that do, so your “we” is not really a we, but a “you” i DESPISED in every other MMO to play a DPS character, so freaking boring, but in turn taht meant i was forced to be one of the slow solo leveling characters, as tanks and healers both tend to be mostly (how bad it is vary from game to game, but pure dps classes were always the fastest), so i love how well dpsing is fun in this game, it not just spamming 123451234512345. and now i can be support while being jsut as effective in solo open world pve as everyone else
i didnt speak for you, i spoke for me and my friends
if you love the “you can be all in one and every one can be the same” well nice for you its awesome but seriously this should be a TEAM!!! game since it is an mmo, thereby the need for other people and different talents to do the harder stuff the most efficient would be beneficial for all, since people like different things, i am not saying a “all in one build” should be bad for a group, i am saying that VERY specialized roles set together currectly should be much more effective then they are right now ^^
i do like the lvling system basis in this game(all lvl +- at same speed, high dps build especially on warriors lvls much faster then anything else though, so there will always be a difference). although i dont see why you even have lvls at all?
i mean the game delvl your char to each area and the gear etc. so you really didnt need lvl’s at all and it would actually benefit the game greatly becouse you would never have the lvl grind and the completion and discovery would be all that was in the game preparing you for endgame as it is
since i am sure the devs doesnt have anything more importent to develope :P
well i think there is planty of cool jumppuzzes in the game at this time. if you actually did them all by yourself no youtube cheating, i think there have been more then enough hours ^^
not saying more isnt always cool but making a minigame out of them with races and other stuff is maybe more up to the guilds themselve to do
yeah pointless with stat combos withouer at elast 1 offensive stat, since a full support, or a full defence build in a group is deathweight, everyone should be doing some dmg, all the meanwhile they support the group and ensure they themself can survive
we would like to be able to do a setup of “pure tank, pure support, pure dps” build as we like the maxing and perfecting of one aspect of the team, we do not want to be the “all in one build of superheroes” we do not find it fun…
if you disagree there are planty of sets which you can choose but we would like the ability to choose this one for us
personally i think the sets should be able to have the stats that you like them to have (3 different stats of x value depending on the stat.).
a team of 5 all doing some dmg, some support and some control would be far more effective than a team of 5 where 2 deal ONLY dmg, 1 ONLY do support and 1 ONLY tried to tank (and in the end likely fail horribly at it, as aggro is not predictable in this game). That is simply how the game is made to work
thats kinda the point none of us likes to be “a bit of everything” its NOT fun and makes every one play the same without roles..
we like feeling specialized, and you never do ONLY one thing, but you got a primary role which you specialize in.
and yes you can do it in this way and yes its not the most effective at all, but we would like at least the ability to feel somewhat specialized.
i do see it as a major issue though that the game is made in a way where you have a very hard time doing this becouse they wanted to not force you into a role and by doing so they forced EVERYONE into the same role -.- which is more fail then the triologi role system since this is just the 1 role system
Haviz:
proof your right and its not a challenge or your argument got no marits.
…………………………
as for the challenge of trash mobs.
what you are asking is for each encounter to be hard by simply stacking harder mobs on top of each other without trash.
by this logic one of the best dungeons you could run is a dungeon with 10 lupies one after another each in their own room that closes off when you enter and if you fail any of them you will need to redo ALL of them.
there will ofcouse not be any ability to exploit or bug abuse these 10 lupi’s.
now that would in your eyes be awesome design becouse it would be very hard to do all 10 in a row without failing, and actually quite impossible to do at all with pugs.
but in your eyes the challenge of this is good becouse its fun to only fight VERY hard encounters and no “easy” encounter.
the whole issue with your argument is that you want to completely remove “easy” encounters which is a vital part of the dungeons and actually the main reason hard encounters feel hard.
the arah bosses dont feel hard (only lupi) since once you can actually really run arah the trash mobs are soo hard when you get 4-5 of them that any boss there is post no threat to you since the normal mobs are soo hard that once you get to the boss its easier then the actual trash mobs.
this makes for a very anti climatic feel when meeting bosses.
secondly you dont want alot of mobs, you want few HARD once, well 100 norm mobs comming from all sides in waves of 20 with only enough space between them for your aoe’s to be less effective and with a ton of those knockdown, pull, knockback mobs between them will pose as much if not more of a challenge to the group then 4-5 silver once would, and if they kept respawning every time you wiped so you where forced to complete them in 1 try it would be crazy hard as well (and need MUCH more teamwork then fighting 4-5 silvers)
its not an issue of the bosses being too easy, or too small.
the issue is that the normal trashmobs we meet are WAY! too hard and way too few for that boss to feel like a SINGLE digit threat that you should really fear.
when you meet a boss he needs to do two things:
1: need to feel intimidating
this is done by him being +- alone or with very few elite guards. it makes him seem special, if you run into a big room and all there is in a room is a little girl standing in the middle, you get intimidated due to what you espect her to be since she deserves such a big room all by herself.
2: need to feel EPICLY strong.
it needs to feel like its a BOSS like its kittening evil and hard.
now the issue with 1, is that if you ALWAYS only meet 1 mob at a time and they simply are scaled to the difficulty needed for one mob to be against a full group, meeting one mob will not surprice you and you properly only notice its a boss becouse of the colour around its picture.
while if you are used to fighting 20-50-100 mobs at a time and suddenly run into a room with only 1 mob you will automatically stop and think “wait.. something is wrong here, this is no ordinary mob”, it wouldnt even need a name or a boss tag, you would know instantly that THIS is a boss, just by the fact its standing alone or with very few gaurds, like a 1/20 of what you normally see together and that it got a space that tells you there should be alot more.
the issue with number 2 is that if the mobs are scaled to be soo hard individual the boss itelf cannot be very much harder becouse then either the encounters are WAY too easy through the dungeon and either get boring or the boss is completely impossible for your group to do.
while if you got tons of trash mobs like 20-50-100 trash mobs at a time that boss can suddenly be 20-50-100 TIMES!! as strong as the normal trash mobs, making it feel CRAZILY strong compared to the normal mobs while still not feeling too hard for the party to win against and thereby give an epic feel of victory when you kill the beast.
becouse of these reasons i think that a high amount of weak mobs is withour doubt the right way to go, with a few semi strong mobs which acts as “pack leaders” now and then.
(edited by Erebus.7568)
The fact is dungeons are somehow balanced on lvl 80 in exotics….or around certain classes.
Many people will say they can do them with one hand at level 1 with their monitor shut down, but from a player that plays almost only dungeons and fotm i can tell you to just ignore them, they would say they can solo arah explorer in all white items if someone said its too difficult……..
Imho its harder to bet a lvl 35 AC explorable, at lvl 35 that a lvl 30 fractal properly equipped…..
Also because at low level people cannot afford many things high lvl players use (food, potions proper equip/build etc etc etc).
False, they are balanced for their shown level. They are meant to be challanging. Obviously getting downscaled with exotic/ascended/runes/sigills/infusions all traits will make it easier.
cof, hotw and coe are way easier than AC.
If you want to show your skill on a forum making newbies think they just are not good enough for the game….well gratz…..
I pass 99% of my time in dungeons and high lvl fotm and i think AC is excessively hard for a lvl 35……
Hard =/= impossible……but for sure harder than any endgame dungeon.
There are fewer players able to face ac with a lvl 35 party than people able to complete hotw, and lvl 30 fotm possibly.Also in any content the difference between a lvl 79, a lvl 80 and a lvl 80 exotic geared player is excessive and getting worse with ascended gear.
are all those 35 in full exortic gear? else i would like to see that group of 80 doing arah in blue gear with easier time;)
when thats said cof is crazy easy in comparison yes.
i actually think ac got one of the best difficulties for early trying dungeons (meaning after your lvl 80.. dont see the dungeons as anything you should try before 80. unless you like dying and rqers )
after that i will add that there seriously should be difficulty choices so lower lvls could enjoy dungeons WHILE lvling. and maybe even a more hardcore mode for those that seek an impossible challenge “all silver are golds, all golds legendary etc”.
You can’t exploit to lupi anymore.
Unfortunately, you still can. You can even skip to last boss in p3 (and sell spots for 5g/each).
why doesnt it suprice me that its the famous “dungeons are no challenge” dude thats comming with that statement :P
and yes you are correct, there is alot of exploits and personally i think anet should state “anyone exploiting will get banned” and then follow through
(and anyone making an earning selling exploit services should just be streight up banned at the spot without warning since there is no excuse for doing this and no way around saying “i didnt know it wasnt suppose to be like that”.)
for the OP.
arah is very tricky and need at least 2 that knows how to do it (if you plan to do it without skipping, exploiting) and a good deal of patience if the rest is new to it.
especially lupi is something you just have to do again and again and eventually you get the pattern and will rarely get hit (it happens though that you get hit even though nothing was close to hitting you and it happends its a double hit for crazy dmg(over 18k), 1shot for me in every case-.-))
i find arah very annoying and now that i got my full set i will properly not set my foot in there again for a VERY long time, if i will ever set it there again before it have been changed so its much more fun instead of the almost pure silver mob as trash.
its very aggrivating to be forced to switch gear due to bad design from the devs side -.-
magic find is a horrible stats to introduce as a stat which replaces another stat on gear for soooooooooooo many reasons there is no point in starting to state them here (personally i don’t even bother with using mfind gear, i just wanna have fun and aggrevating bad design i generally avoid when possible.)
yeah pointless with stat combos withouer at elast 1 offensive stat, since a full support, or a full defence build in a group is deathweight, everyone should be doing some dmg, all the meanwhile they support the group and ensure they themself can survive
we would like to be able to do a setup of “pure tank, pure support, pure dps” build as we like the maxing and perfecting of one aspect of the team, we do not want to be the “all in one build of superheroes” we do not find it fun…
if you disagree there are planty of sets which you can choose but we would like the ability to choose this one for us
personally i think the sets should be able to have the stats that you like them to have (3 different stats of x value depending on the stat.).
Why does everyone say that healing power is bad for Elementalist?
Here is the difference between 0 healing power and 486 healing power.
Healing power is not as bad as people make it out to be.
I think healing power better than stacking vitality if you’re not in danger of getting one shot.
I also think its better than vitality because you do extra healing to other players.
first of thanks for these numbers nicely done
when that is said:
christ its bad o.O meaning 100% healing power build will give you around 20% extra healing done.. while 100% dps or tank builds increase your dps by 100% and survive by 200%…
that is just directly sad.. especially considering how little timelimit there is and that there is NO sustainable healing(on top of that how crazily hard it is to hit people with the heal in the heat of battle and them dodging like crazy becouse htey are dying) that can be done over medium/long periods…
makes me sad
(edited by Erebus.7568)
Ok i made a topic about this a while ago but have been on hiatus for a bit, now back in full force playing.
It is mainly in dungeons im talking about.
My ele is 80, in all exotics weilding a D/D build. I know how to play it very well, allways attunment hoping . I specced her into the aura build.
My warrior is a shout warrior, he hasnt got full exotics on yet and a green 2 hander and atm he has more survivability, WAY more damage ( and although this part doesnt worry me much) he is 5X easier to play.
Things in the world my ele couldnt solo i destroy with my warrior without even breaking a sweat.
Now, IMHO, i think the ele is totally underpowered compared the a warrior in PVE.
Not only is she harder to play, but she dies as soon as someone looks at her wrong.I really love playing my ele , but after doing some runs on my warrior in dungeons, im really at a loss and more inclined just to take my warrior along as he can pretty much do anything better then my ele and lives longer to tell the story about it….
Am i tripping balls here, or is what im saying actual fact and is happening?
agreed.
i see the problem being the dps output of the ele compared to its basic survivability(h buffer, regeneration etc.) is WAY out of order compared to the warrior.
i love glass cannon builds but the dmg is really laugheble compared to how fast you die, we are not talking double dmg for 50% survive (equel trading) nope its closer to a double dmg for 15-25% of the initiate survivability.
the synergy of the traits of the ele is awefull in comparison to warriors, each trait in the ele trees offers little to no synergy with the other traits in the other tree’s, and there is too many that seems to be "must have " from the arcane tree, most of what seems to be something which adds little/no synergy to the other traits but which is just “must have” for the ele to be of any real effect.
the ATTUNEMENT. is a complete handicap.
while other classes gets two weapon = different functions, different ranges, lots of viability, we get 4 attunements which is predetermined and around all same range.
now this isnt really the issue the trade for not having the ability to choose these range etc, for 4 attunements seems fair, now the problem is that our “special” ability is NONE existing, while very other class seem to have a special ability where they can actually do something “warrior got power stuff with adrenalin, mesmas 4diff explosion effects for illusions/phontoms, necro shroud, etc etc.” .
the ele seriously need this as well as a freebie, for the ele to get ANY bonus for its switching it needs to offer a minimum of 10 trait points and for actually reasonable effect which can be in line with the others it needs to offer a full 30 points just to get what every other class get for free. it basicly gets 30 less trait points of the bat, which i think is the main reason it is majorly handicapped and feel, not so good compared to other….
so if they fixed that, give us a real special, or give us the special for free not wasting 30 points on it.
and give us actual synergy in our traits and bonus effects for our specials (like every other class can get.) i think the ele would be quite fine.
the dmg vs tank builds seems in general to be a bit weak since its a pure stats increase and not % increase so it doesnt take into account that the base stats are VERY different from class to class and thereby enhancing the strenght of some classes is MUCH less effective then doing it on others.
these is at least my thoughts on the matter.
EDIT:
i dont think the warrior is op!, i think the ele needs revisiting and fixing as described. the warrior feels like a warrior should!, and its nice.
(edited by Erebus.7568)
i have seen people that should be able to solo arah get rolf when they actually had to clear and do the instance without bugging it out and running everything… it goes to show how easy all this exploiting makes it and it gives a false feedback of the dungeons being too easy…
Even something as TA which you can do easily in 30min, would be somewhat a challenging if you actually killed all the mobs on your way and had to fight them at the flowers instead of just running pass everything.In old days, when world was young and gw2 just came out, people weren’t skipping that much. I did all paths of every dungeon without skipping at least once. Shocking, I know.
Some dungeons need tweaking, but in general i do not find any of them to be too easy/without any challenge when doing them correctly. The earlier dungeons takes less to complete with success but even here you need to be awake if you are fighting everything as you were supposed to and not dragging stuff to easy area to kill them etc.
Even ac’s first boss would be ok if it just closed the sides to you couldn’t hide around the pillars but had to fight him WITH his 2 adds in the little area where he stands.When I was still doing AC, I was actually doing that. Not pulling him.
you go on to saying tanky dps is bad… if you cannot exploit anything you are highly likely to wipe on a lot of stuff if you go glass cannon and have to clear all, especially on lupi again since he will fully kill people fast on an unlucky step and running back is exploiting the lack of a closed door mechanic (you are obviously not supposed to kill bosses by lemming them).
Okay mate, you’ve got me here. I’m a glass cannon who dies every 10 seconds at lupi. Please, stop those assumptions.
I’m bad exploiter – check my post history in exploit themed threads.
i don’t believe you at all.
vids or it didnt happend… that simple… (could write alot about why it is extremely unlikely etc etc etc. but whats the point, if you keep saying your superman and i keep disbelieving you we will never get to an agreement. so FRAPS or it didnt happend…. would love to see you running with normal pug groups in full dps spec (especially in DD spec) ele and easy mode arah p4. without exploiting, running pass everything.. i don’t believe you can do that.)
now back to subject.
i absolutely think a bounch of trashmobs which is just fun innialation and a few hard mobs in between and some very few hard bosses to end the fights with
challenge != HARD mobs/mobs combo.
i find the assumption that since people can actually do all runs now and since in good groups you can do them without wiping (or mostly without wiping) they are not challenging, i think there is a fine line between fun challenge, and frustration challenge.
the last is not good and is what i feel whenever i am in a bad group in arah -.-
the fun challenge is very few situations and far apart in gw2 becouse of how they build the encounters up with very few encounters, very few mobs but VERY high hp, dmg, burst.
add to this the lack of synergy between tank/dps/support (due to them wanting every class to be able to do anything they like and be effective) you end up with quite “annoying” imbalanced role setups where everyone will end up in the same spec becouse its just the most effective instead of each person having a role type or a specific function which also suits their playstyle (you can but you are wildly worse for the party when doing so, which in return makes you feel forced to go into a role (most effective for whatever instance you do) instead of playing the role you enjoy the most and just teaming up with people that enjoy’s the other needed roles the most.)
(edited by Erebus.7568)
So I guess their solution to building groups is to weed through the list of everyone flagged to lfg and ask if they want to run the same instance? …
something like that xD and it only works in VERY close proximity to an event :P
hehe ow well..
they should just make a kitten lfg system already
i would love a set with those stats :/ seems like we have almost any other combination but this.. really would love to see this to encurage full support build
“improvements to the LFG tool” is a funny statement since we do not have a LFG tool, unless this is a we now have a basic one which we will improve and evolve over the year.
actually there is a bottom called “looking for group” under “contacts” it doesnt work for anything but its there…. and have been since early beta
It’d take way longer than a week to implement a proper LFG. A week wouldn’t even cover the meetings to discuss ways to implement it. And then even after the implementation has been set, a manager has to schedule out how many dev hours it takes, fit that into the project schedule and then watch as devs get sidetracked by the latest Emergency Gotta Fix It Now™ issue that crops up and sidetracks his devs and causes project goals to slip schedule.
And when the devs do get to work on it nobody took into consideration how Tom(who left the company months ago) designed element X to talk with protocol Y and things aren’t working out like everyone had hoped. So either more hours have to be committed or it’s back to the drawing board to find a work around.
Then there’s QA, which again has to be scheduled by another manager and made to fit into an already crunched schedule. And then, oh kitten, feature Y causes a server crash in QA. Everyone into meeting room 7 so we can whiteboard a work around for THAT issue now too. Who wrote that? Oh, Billy is stuck on another project that’s higher priority, so Frank is going to have to come up to speed on that section of code first.
Yeah, a week. LOL.
the top of the line one that would be best will take time yes, and likely a month or more.
but the game needs something and implementing something like a tab which mimics GW2LFG which alows us to click to join the LFM group or click to invite from the LFG tab could easily be done in a week. would this quick thing be final end of discussion LFG tool? absolutly not, but it gets something ingame that can be modified later and would satisfy 95% of the players. This could be done in a day with the rest of the week left to test to see if it results in some unexpected bugs/crashes
i know the first 5 programmers by the top of my head which could make this implementation in easily in LESS then a week -.-
it doesn’t get much more simple then this… its implementing a system to allow you to post a massege on a board which you can access in all zones, which when you right click will have linked the name to the name of the person posting it, with a remove function added that removes it when its full or cancelled….. it’s something so crazily simple and easy…
I guess some people would want to have those long difficult dungeons instead of raids. Right now, only Arah (except p3 and maybe p2) might be good replacement for them. And tanky dps builds are pretty bad. What you want is pure dps.
-.- your so full of it …..
p2,p3 is around just as hard as p1, p4, the only diff is bosses(which is only a real diff at p4 due to dwayna being a kitten if people doesnt know how and even here it can be an issue due to spark ai.) and how easy you can run pass mobs….. you would know this if you actually cleared the mobs instead of running and didnt bug out the bosses at all -.-
(people are alot worse at p4 becouse it’s hard to bug/run and therefore they are not used to do it since people are becomming so dependent on bugging/exploiting everything they are too kitten to do it normally.)
using D/D, S/D, staff etc. does absolutely no difference on your hp buffer in full glass cannon build and you can get one shotted by quite a few things especially lupi on double shots.
your example combo’s won’t hit anywhere near all the normal trash mob which I explained so those 2 skills to kill them all, no way especially not with an DD SD setup (staff you can maybe do it with a little luck and AWESOME dodging, but 2 skills is still pushing it even in full berserk gear and maxed out dmg traits.).
for groups that knows what they are doing and are really good, without running or exploiting anything, every dungeon will take around 30-60min in general with arah taking a bit longer properly 15-20min more.
the reason to do RAIDS! and why people like them have nothing to do with the length, but the amount of people you can bring, the fact you can do these as a “guild” instead of as a group.
in most games its a prestige guild thing or guild fun events, while dungeons limits you to a much smaller amount of people and are therefore badly suited for guilds to play together and connect…
ps: even the VERY best people at running arah is exploiting the place to make it easier, lupi is constantly getting bug abused to avoid him from spawning the grubs, running pass 90% of all mobs becouse they can and it saves time, boss mechanics being misused to the max to make them easy mode instead of actually fighting them in a way where they actually utilise their skillsets and effects…
these people could properly do it without any of these but ofc they dont since its a general acceptence not to. but even these people will find challenge when having to do them correctly.
i have seen people that should be able to solo arah get rolf when they actually had to clear and do the instance without bugging it out and running everything… it goes to show how easy all this exploiting makes it and it gives a false feedback of the dungeons being too easy…
Even something as TA which you can do easily in 30min, would be somewhat a challenging if you actually killed all the mobs on your way and had to fight them at the flowers instead of just running pass everything.
Some dungeons need tweaking, but in general i do not find any of them to be too easy/without any challenge when doing them correctly. The earlier dungeons takes less to complete with success but even here you need to be awake if you are fighting everything as you were supposed to and not dragging stuff to easy area to kill them etc.
Even ac’s first boss would be ok if it just closed the sides to you couldn’t hide around the pillars but had to fight him WITH his 2 adds in the little area where he stands.
you go on to saying tanky dps is bad… if you cannot exploit anything you are highly likely to wipe on a lot of stuff if you go glass cannon and have to clear all, especially on lupi again since he will fully kill people fast on an unlucky step and running back is exploiting the lack of a closed door mechanic (you are obviously not supposed to kill bosses by lemming them).
(edited by Erebus.7568)
Skipping trash won’t be patched, don’t get your hopes up. The optional encounters people are designed to be Able to skip. If you want to do a “full” run, explore the social side of the game, build a regular dungeon group (guild perhaps?) and run with those people.
actually arah p3, the very first trashmobs, was patched so you cant skip them, there is now a big fat door blocking your way untill you killed them…
this should be done with ALL trash mob area’s and they should be rebalanaced so they where fun to kill, more normal/bronze, less silver
i would just LOVE!!!! the option to turn on a function which allowed the “warning red circle’s” on the ground to be fully coloured out by a transparent red.
i find quite alot of times when the circle is there, that some of it isnt visible or goes of screen or for other reasons doesnt get noticed and it would be wildly more enjoyable to have the ability to turn on a full transperant red indicator in the effected aoe area so that you don’t suddenly “die” from seemingly out of no where
Open world isn’t even relevant in this discussion. Open world can be done with 1 or 100 people, and mobs respawn blah blah blah.
See the issue here is pacing. Just because fractals has better pacing doesn’t mean dungeons should be left with kitten pacing. There is just no logic in that argument. Yes, we do need exact same systems if one of the systems kittening sucks. and the fact that everyone skips it is testament to this fact.
Fractals were designed as a series of mini-dungeon. Of course they should be faster, you’re doing 3 or 4 in one run.
By your logic, if everyone exploits, should anet just add “i-win” button so you can get all shinies? Should all paths take approx. 10 minutes because everyones does CoF1?
first of i am calling you out on the bs: i dont believe that you dont get challange fighting 3+ silver mobs(or lupi for that matter since he literally 1 shot you in full dps spec) in arah on a DPS! spec ele, i simply do not believe that and you would have to provide the vid to prove this (unless you got a sick group which carry you but then it doesnt matter WHICH build you go becouse your group with easily 4 man it) in the same manner as i do not believe you throw down 2 skills and kill all the “normal trash” without any cc skill to slow them down (not on a ele thats for sure).
when that is said challenge in dungeons for those that does it WITHOUT EXPLOITING AND CHEATING! is planty high, it is actually at the place where only specific tanky dps build and people that have ran it like crazy got any chance in hell of doing it without dying.
even people that are sickly good in a crazy group dies quite a bit over ONE dungeon arah run.
so complaining its not challenging is bullkitten and you should just stop bugging/exploiting everything and actually do the bosses and trash mob as they where intended, instead of “rushing/running” pass all trashmobs and bugging/exploiting all bosses.
fractals move in the right direction yes but fractals are more of a riddle thing, which then turns into an increasing survival mode, where it’s a simple test of “do you have the sustain to keep alive?”, the best parties for fractal 80 is simply a TON!! of healing/tank on every person in there, becouse its a simple survival game, it got nothing to do with diversity and it provides no meaningfull mix of classes or playstyles, its a one trick play which is sad.
dungeons should provide a fast paced fun and enjoyable experience which caters to many different playstyles and which provide challanging that is best cleared with a nice mixture of dps/support/tank specced builds where people got different roles and different reasons why its best that you got diversity in your setup, which in return can result in a much more diverse type of encounter and ways to go about winning them.
(as it is now in all dungeon its tanky dps build win all, and in fractal, tanky healers win all.. there is no room for actual pure tanks, or actual pure supports or actual pure dps builds, it is simply just dragging down the team becouse the team synergy in dungeons are none existing and the setup is better of having every one in full solo spec then in specs which theoretically should have a good synergy with their parties. and that is a problem in gw2 right now)
want to stop it? BANs must happen, but lets be serious here:
major exploit (aka last boss before starting and doing anything)
- 1st offense 3day ban,
-2nd offense perma ban
these are common sense things that it is not intended to be done and should be punished hardminor exploit (aka standing on the top of the stairs in AC to kill path 1 or 3 boss where he can not hit you)
-1st offense warning
-2nd offense 1day ban
-3rd+ offense 3day ban
here you would be able to get a warning on each minor thing (ie different minor exploit in a different path would not lead to a ban) that you may not even realize is an exploit, but once you do it and get the warning if you continue to do it you should be penalized.With doing this ANET would need to keep an up to date list of exploits on the forum (or a tab accessible from in game) and remove them as they fix them. This gives the player the ability to say you know i think this may be something we shouldn’t do, lets look. if its on the list then oh kitten lets not do that, and if it is not on the list it would be “safe” in that the most that could happen is get a warning
i have yet to see an exploit i didnt know was exploiting -.-
i have seen this happend by mistakes aka bosses getting stuck and not able to hit you etc.
but dont tell me you don’t know that the boss being unable to hit you or its skills unable to reach you while you are able by standing in a specific spot and no where else, hit it, that you do not realise this is not how it was intended to be made.
well the most importent thing is that we agree there should be a stopper on this.
actually I’m studying to be a programmer. All I was saying is that what they would need to do is to be careful of what kind of LFG they put in. An auto-group would be pretty bad and another channel would be pretty bad too. That website works pretty well. They could copy the MODEL of it and set it up the same way as they did with the black lion (on a different server, working on a global basis).
Keep studying.
There’s already a grouping system in game for sPvP, and they would want to use a similar interface for standardization and continuity. There is no reason to use a separate server and add to the complexity.
with a standard system like spvp has you’re talking about increasing dungeon kicks, frustration and forcing everyone to adopt the same playstyle. A dungeon finding system has to be more complex than that.
I was referencing the interface and that they would want other similar interfaces to be standardized across the game. I have a link earlier in this thread to another post I made on the suggestion forums with minor changes they would have to make for it to work for lfg, but in any case they would want the interfaces to have a similar standardized look so it looked like a natural addition to the game.
do agree there.
the funny thing is they already got a “looking for group” tab under the “contact” tab, its just not working for anything :P
could easily build upon that.
SKINS!! cosmetics only
and if you get a good group it can be really fun and challenging, sadly all the exploiters take any archievement out of it though :/
A gold in 15 minutes? Really? Okay that makes things more interesting. I guess it’s time to hit youtube and see how to do them properly.
Thanks for the replies, genuinely appreciated
exploiting, cheating. is the only way… sadly…
actually I’m studying to be a programmer. All I was saying is that what they would need to do is to be careful of what kind of LFG they put in. An auto-group would be pretty bad and another channel would be pretty bad too. That website works pretty well. They could copy the MODEL of it and set it up the same way as they did with the black lion (on a different server, working on a global basis).
Keep studying.
There’s already a grouping system in game for sPvP, and they would want to use a similar interface for standardization and continuity. There is no reason to use a separate server and add to the complexity.
with a standard system like spvp has you’re talking about increasing dungeon kicks, frustration and forcing everyone to adopt the same playstyle. A dungeon finding system has to be more complex than that.
we could easily add both. and actually the spvp system could be used pretty easily as the base for making an lfg type system but where you post yourself etc.
in any case both could be added but as a minimum we need a basic lfg you can see the post from any zone your in and press join group
So tactical use of terrain is an exploit now?
What’s next? Using Heal Skills is an exploit?
Jumping outside of the map to complete a dungeon in 5-10 minutes is an exploit, yes.
[Citation Needed]
If it wasn’t supposed to be used, it wouldn’t have been put in. There are these things called “Patches” used to add and remove things.
weather or not something is exploiting and other stuff isnt, is up to the devs to decide.
its very easy for them to state that “we intended the dungeon to be completed by one person jumping over the terrain, into the boss area and teleporting through the mountain then to teleport his entire team into the boss room and NEVER kill or see anything else in the instance and btw not talk to any npc’s since that would remove the ability to do this trick”.
it is VERY easy for them to see how they intended the dungeon to be played and completed, and if you are not doing as they intended you are exploiting (read the diffination of the word).
if you are exploiting in a way which could seem legit AKA, you jump up and down a rock using it to block LOS of a boss, you can get a warning.
if you are exploiting in an OBVIOUS abusive way “AKA jumping out of the map to complete arah without touching a single mob and teleporting to the last boss”, you get a permanent ban without ANY chance of getting your account back.
this is becouse on the first example you can within reason say that you thought this was how it was suppose to be.
on the second example you should have a well functioning brain and the ability to know your not suppose to be able to kill the endboss without even starting the dungeon and without killing hte other bosses which is designed to block your path till you kill them.
its a quistion of using commen sense. (which some people apparently completely lacks, most have dissapiered together with their intellect.)
as an example of how this should be done WOW got the no exploiting dungeon policy and actually several of the first boss kills on new bosses have been removed and the group gotten a warning for using exploits.
i remember the case of one where a specific attack was doing hugely more dps then it should and its an attack which is normal to use in the rotation but even so the kill got removed and they got a warning for killing it becouse that attack was used, and had to try to kill it without using this attack :P
see thats how exploiting is dealt with
(edited by Erebus.7568)
There is nothing challenging in GW2, thus your conclusion is invalid.
And it’s kind of hard to ban people exploiting dungeons don’t you think? Even the CoE / Arah / HotW exploits take / took more than 5min, and you can easily do AC path 1 in that time. Thus they can’t monitor anyone simply doing a fast run.
The only way to fix exploits is through better dungeon design, i.e. make bosses not spawn if the previous boss has not been killed.
arah p4 is challenging if you are not allowed to run/bug/misuse mechanics but actually do it as it was meand to be done. i don’t believe any one can do this easy mode without misusing the mechanics/exploiting ^^
the way to fix exploiting is easy, just ban people that exploit, its pretty easy to monitor exploiters, the basic time of a dungeon to get from x to x, the dmg given/taken on certain bosses etc.
its pretty easy to get most exploiters and the scare effect will do the rest
all dungeons are made for full rare+ geared lvl 80.
i find ac to be one of the most fun once actually:) its not too difficult to noob around and have fun and not soo easy its boring the whole way ^^
i find arah wildly annoying becouse even max geared every mob hits soo hard that people die in seconds :/ .
and they got soooooo much hp it takes forever to kill trash mobs and there is soooo many of them…
think the biggest problem is the group or lack of lfg system, since once i do dungeons with a full “premade” meaning people i know are good and know +- what they are doing even arah seems quite pleasent to do (way too long due to all the high hp trash) and i think they add alot of fun.
i remember the first time i tried ac with my friends, we found it insanely hard, way too hard actually, and it would be nice if there was difficulty setting on it, so you could get through it in a decent manner and when they done it a few times and got a grip on it move the difficulty up.
i remember at the end we could easy run it just 3 good friends(except one path since the spawning pools couldnt be hit by anything hten aoe becouse it was buggde) ^^
It’s cause they love adding silver mobs, instead of a bunch of normal mobs.
Non-bronze/silvers actually die really fast and feel like that, too bad they’re pretty few and far between.
I actually like the 1 silver mob + tons of trash groups way more then 3-4 silver mob groups. They should do more of those instead of all the stupid silver groups.
This. The starting mob group in Arah3 and the group after the alcohol boss in Arah1 are fun. It also elevates the status of silver mobs; the Arah ones COULD be fun since their attacks are quite varied and dangerous, but I can’t say the same about the other mobs in other dungeons.
And yeah – Fractals are sort of getting it right now, more paper thin mobs = more fun. More loot too!
Mr Hrouda even agrees trash mobs have too much HP.
Adding more trash mobs instead of rebalancing elites will only make cc skills even more worthless. Same thing will happen to dodging. Too many mobs on the screen and you can’t see what’s going on, so you will just aoe.
you dont seem to run dps spec where cc is even needed -.-
i normally run pure glasscannon ele (its really bad but its more me and i love glass cannons(even though they suck monkey balls in gw2, they are more like glass paper blowers), so when i am allowed i do it :P )
this means normal trash mobs actually do hit me hard and i need to avoid getting hit too much (they dont 1-2 shot me as all the elites BUT still noticible).
on elites(silver) the dodge is usually enough to keep me up forever if i dont misuse it and kite, on the tons of trashmobs i am FORCED! to use several cc spells just to keep them at bay while i can aoe kill them. cc is MUCH more needed vs. swarms of thin hp mobs then big hard hitting single mobs, due to the amount of attacks and the dodge function in game.
its a matter of balance you need trash mobs and elites in between. meaning trash gets cleared fast by good teamwork and you are left with the 1-2 elites which you need to now finish of..
its the same reason you don’t just run in a dungeon do 6-10 bosses then the endboss an your done… big scary monsters are annoying to fight and boring if you gotta fight them all the time, low hp trash is fun to destroy and having a real end challenge of a scary big kitten will make that last big one fun.
(edited by Erebus.7568)
Vastly different posts. Could’ve been percent, could’ve been hit points.
Because as other people have pointed out, much like how Diablo 2 gets it right; Killing stuff is fun. Hitting the same thing for 5 minutes with no chance of tactics required or difference in scenery is BORING.
Okay, I stand corrected, I left “times” word but it should be quite obvious that 10-20 more hp doesn’t sound realistically.
The thing is, you hit them for 5 minutes with no tactics because they’re too easy. Hitting 100 mobs will not be more fun. Unless you consider spamming AoE fun. Those groups of mobs someone mentioned (start of Arah3 for instance) are just like that. Spam AoE and then finish 2 silver mobs. How’s that different?
Adding normal trash will just devaluate blocks and hard cc.
Blocks shouldn’t be the end-all way of being purposeful in dungeons. In actuality, block is a lot like blind (yes i know they arent the same, but the end effect is not completely different). The very fact that Guardians aren’t IMPERATIVE to have in a dungeon run also negates the ‘must have aegis’ argument. blocks are nice to have but their value isn’t paramount
One doesn’t actually need to consciously ‘AoE’ in GW2, its pretty much integrated into most attack already. More importantly it’d be less about about ‘spamming aoe’ than using it effectively and efficiently. Especially with how people use rotations, they are likely to use aoe skills on single targets anyways. AoE is not an issue.
Look at the Arah3 villager mobs right at the beginning. Spamming AoE isn’t always effective if its ill coordinated with the rest of your team. You can get overwhelmed easily and the silver risen mage will devastate you with aoes.
The combination of trashy trash mobs and silver mobs actually balances encounters very well. Trash mobs add chaos to the mix; they are a source of constant damage and distraction, which makes the silver mobs attacks less predictable and more dangerous. When silver mobs are easily singled out none of their attacks become difficult to see.
sooo well said
actually find the encounters of the mix of both, with 1-2 silver and tons of trash the most fun and the once where you actually feel like you got a role instead of every one kinda having the same role on groups of silver mobs :/
ow yes that would be wonderfull i want hordes of weaker mobs with much lower dmg to make us feel much more POWERFULL!!!! (maybe even add in a good reason to have dps specced aoe’rs and actually tank specced tanks, and support specced people:D instead of all having to be Tankish dps with tons of dodging -.- )