Showing Posts For Eve.1029:
if you want to be able to complete this path, it requires investment in some gear/traits.
1. Poisons reduces the healing they take. So either you need to bring poison classes. or get the poison on weapon swap sigil and have people take turns poisoning him esp when u see alot of stacks on him. you can wiki poison and see a full list of skills, traits, items that adds poison or poison duration.
2. Dodges and resses. get the nearby crystals low and use them to rally. Be on top of your dodge skills and have items that give endurance regen.
3. Heals: helpful to have some classes that can do heals, bubbles, or naturally are tankier classes.
4. DPS: you do need to do enough DPS to counter the healing it takes.
hope this helps.
If it wasn’t already bad enough that I get Gold spams in my mail taking up my mail slots, now they’re attaching 1 copper to the mail so you can’t even delete it fast. I pressed “return to sender” since I didn’t want to take any gold from gold sellers. I just want to confirm this is the right course of action. I don’t want to get in trouble for giving gold sellers monies..
Yeah he is definitely a tough boss. And it’s not “bring any friends” friendly because you need either of 2 specific team comp.
1. High DPS comp
2. Has lots of poison classes comp
We did it yesterday w/ 3 warrior, 1 mesmer, 1 ele. We tried the crystals method but there were crystals all over the room, we spent so much time trying to get the crystals that the boss just heals to full.
Tried again DPS method. We focused on the boss, and boss only.
1. I took a poison on weapon swap sigil on my ele and tried to poison it whenever i saw the heal buff on it. On my elite, i took the 15 sec poison and saved it for when it had like 8 stacks of heals on it.
2. We got some crystals low, so when we died, we killed the crystals around us to get a rally.
So Burst DPS + Poison sigils and we worked that boss to death.
IDK i think it would be a difference experience if we didn’t have 3, geared, skilled, High DPS and high surviability warriors lol
I’m posting my summary of my experience with the DR Bug and what I think causes it.
What happens once you get the DR bug:
- Receive 45 tokens for first unique path of the day, 15, then 5
- Experience the above DR even if you change paths, change dungeons, or wait hours in between
- The characters being affected by the DR bug are character specific and permanent. That means, if you don’t have it then u won’t get it. If you got it, you’ll always have it. This DR bug is not account specific, they are character specific.
How do you get the DR bug?
DR bug happens on a character by character basis. What happens is that you start out at a 25 token bonus instead of 40 token bonus. Somewhere in the database, the game does not reset the timer, or realize that you’re doing a new path/dungeon for the day.
Difference between my char that does it and one that doesn’t
1. my char w/o DR did story modes first before doing explore modes. my char w/ DR did explore as the first run, and got DR on first run. not sure if this matters
2. my char w/ DR was doing karma events in strait to get to lvl 80 and was hitting DR from those events many times over course of lvling. My non DR char did not, she was an earlier char.
not sure, what else people experienced. but all i know for sure is that the bug is char specific and applies across dungeons and paths.
The current dungeon difficulty is perfect in my personal opinion. Explanation: for me, dungeons should be hard to pug groups. But if you form a balanced group and do it over and over again, it’s going to get easier. A good balance is, after many runs, a static group can do it with 1 or 2 accidental deaths due to oversight or bad RNG. At least that’s my personal experience/opinion having been through many dungeons. It’s great that some groups have great gear/coordination/skill level and can make it through the dungeon without rage quitting. But keep in mind that to others, their dying over and over again may not be rewarded at all at the end. While it’s very comfortable to sit at the top w/ your a little group of skillful friends and call the pugs nub, it’s healthier for the server to have a good player pool willing to at least do these dungeons, and slowly build up that skill. Raising the difficulty would just create a brick wall to discourage people.
Currently the state of the dungeon is that, there’s alot of bugs that are creating walls for players. Once these bugs are patched, the experience will be alot better. There’s certain bosses and fights that may need tweaking (crystals in CoF, mag room, e.g.) but the overall feel of the difficulty is good. Now if we can get a good LFG tool /communication channel for dungeons, would be even better.
ah ok, good to know it’s getting fixed. I’m not sure but i think it’s just us on the platform that got ported, not 100%. But yeah it was pretty surpising. One of our group members was looking for the teleporter but was not sure where it was. We were standing there on the plat watching him look for it… then plop! out we go.
and yes, my reward screen disappeared. the animation for it appearing was occuring right before I got ported. and was gone after i was out. Not sure if it auto collected for me. But the screen was no longer there.
(edited by Eve.1029)
- 1 Token from dungeon due to force kick ending-
Did CoE path 2 w/ a pug group today. After over an hour, we finally kill the last boss and finish the instance. Me and another group mate hopped around and walked up to this platform. As the reward window started to pop up on my screen, we were all suddenly booted out of the dungeon. I was teleported to the outside of the dungeon, mid air, and plunged into the waters below. My reward screen is gone, I check my inventory, and only 1 Knowledge crystal in my inventory. My other group mates were teleported elsewhere and some of them also received no rewards. One group mate said the platform might have been some teleporter? This is soo confusing, u’d expect a teleport in the dungeon to tele to another part of the dungeon, not boot u outside and deny me all of my token rewards. Not sure what happened. but I just wasted over an hr of my life and 20 silvers in repairs.
Ok i just did Cof for the first time in weeks. Did Path 2 – 60 tokens. Had a guildie in my group that ran CoF for the first time in his life got 15. I know he did TA earlier in the day so Idk if that affected it?
I didn’t make this thread to complain about the current reward system or the difficulty of the dungeons. It is what it is, but what is it?!?! Mostly I’m frustrated that we still don’t know what the rules and conditions are. Rewards given seem erratic for some players and there’s no way to tell what’s off CD and what’s not. Please, Clearly state what you can deliver and under what conditions, then deliver what you stated.
The system is not intended to punish players who manage to beat a chain very quickly through their skill. But if that group then decided to start speed clearing that path, it’s supposed to diminish their returns.
It’s use is as more of an insurance policy against future exploits or bugs.It is currently not our plan to outline how the DR system works, because doing as such provides those intending on exploiting the system with bits of information they could use to circumvent it.
this response quite saddens me. How are we suppose to know it’s working as intended or bug if we don’t know how much we’re suppose to be getting versus what we’re actually getting? I do not find any of my questions unreasonable for an average player to know. Nor do I find it unreasonable to at least have a status checker, so even if we don’t know the actual mechanisms we can know when we can run dungeons w/o experiencing penalties. Being able to chose NOT to run when you’re getting 6silvers and 15 tokens is not exploiting the system.
First off, I’m loving that tokens are now account bound. It’s good to know that devs are listening to the players and responding. However, with all the new changes, most of it is confusing and not explained. We’re not sure what’s added, what’s kept, or removed.
Please let us know how all aspects of the current system is working
- Diminishing returns now apply to exp, kinah, and tokens?
- Conditions for experiencing diminishing return
* Path selection: are diminishing return still suppose to reset by alternating paths within the same dungeon? If not, what’s the Cooldown after running a certain path?
* Speed running: DR for completing ONE dungeon under x minutes? or DR for completing Two or more dungeons under x minutes? - Conditions for experiencing Bonus tokens
* Bonus tokens for each unique path?
* any other conditions we need to be aware of? - Are Cooldowns on a daily reset or 24 hour timer?
* Bonus tokens: daily reset for 24 hrs from last path completion?
* If alternating paths no longer resets path reward reduction OR someone just ran path 2 and waited, how long until they can run that path again w/o reduction?
Clear answers to these questions would really help. Also ability for us to check our own dungeon status would be invaluable. Here’s my suggestion for a /checkstatus based off of a instance info check I liked attached to this post.
Penalty: time until you can run the same path again if you did not do another path. Should reset to none once you complete a different path based on old dungeon rules.
Wait time: time until bonus can be collected again.
Time to no speed penalty for next dungeon completion: self explanatory.
aww ;/ sorry to hear that. well.. time to go back to lvling alts and playing tl2 until dungeon rewards gets fixed for real. They really had my hopes up w/ the 60 tokens for first of the day, and they also made it sound like u get 40 bonus per unique path.. >.<
So… we’re forced to bring a specific class to tank, forced to bring a healer, and a cc. lol.. back to same old game format
If I’m going to be called a nub looking this good then I guess a nub I must be. But on a serious note, of ALL the instance gears I can get, CoF looks the best to me. I go for visually appeasing to myself, not how others think.
Additionally, I don’t need to be liked by people who would make assumptions about me based on my gear anyways. I ran CoF very early on w/ friends and guildies when we were all in BLUE gear. Story mode, then explore. After trying the other paths once, we wisely stuck to path 2. Even then it was an eventual process of 30 min runs when we started, then getting faster as we got more geared/experienced.
If anyone tries to tell me I got my CoF gear through exploiting/ easy 10 min runs and gives me crap for it, I would just block them, or report them for harassment if it gets that bad. Meanwhile, i do enjoy my ele’s looks
Um, it’s just my personal experience, but the returns from MF has already been nerfed alot in the last patches. Also w/ some players reported that you hit DR faster if you have MF, makes it less worthwhile to buy the MF boost scroll from cs or to wear MF gear. That being said, MF gear has precision and power on every single piece, so its’ most likely the skill level of the players you’re taking. Once chainran dungeons w/ a half guild half pug group, the runs were fast and smooth. On run #6 or 7, we noticed a pug was naked, and actually has been naked for some time. But took us that long to notice cauz the guy knew what he was doing and the runs were smooth anyhow. There’s diff situations where I support having group members that puts on the best DPS gear they have, and give it their best shot. With that in mind, I’ve learned to build my friend list with people I’ve grouped with that knows what they are doing, friendly, communicative, and wears their best gear. If I want to do a challenging dungeon, I’ll hit them up instead of pugs.
IMO, Play something else or lvl an alt until they fix their stuff or you figure out if enough of your friends aren’t quitting. I’m not quite sure what exploit ur talking about since I haven’t stepped into CoF since the buggy rewards patch. Rule of thumb is what you’re skipping. If you’re skipping some boring old mobs to shorten the run, it’s W/E. but if you’re skipping a part of the quest or miniboss then I doubt the devs intended for that to happen. I’ve read posts from a few devs who designed some of the bosses. Sounded like they really put some thought into them and want people to experience it. Don’t think they want people to be skipping it. Also, unless you created the instance (entered it first), it shouldn’t affect the group too much if you leave. If you did make the instance, well you’re still justified for not wanting to use an exploit. However they will also be justified in being angry at you for closing the entire instance on them, esp if you did not warn them you were leaving.
Yea been voicing complaints lately too because I see so much potential in GW2 and really want it to continue being a great game. Well here’s a off of my mind list of things I like.
1. The jumping puzzles, esp the one in EB, is awesome!! the traps! the invis wells! and chance for danger! I also love how different puzzles have different unique aspects about them.
2. Individual loot. NO DKP, no round robin, no “everyone roll a gold and pass.” love this.
3. No consumables (hp/mp pots), scrolls, etc. A food/potion every 30 min is not so bad. But no constant consumable is awesome. Makes it easy to get into the game. Never have to log on and go… before I can go enjoy the game, I must go craft some pots..
4. No enchant/socketing RNG. Thank you Anet for saving me from a few white hair. No more stressing about enchanting!
5. PVP Setup. I love how there’s 3 sides to PVP factions so they sort of balance each other out. Additionally the PVE instances/maps are setup so that less populated servers can just group w/ friends on other servers and do things together. Also TP being cross server, this further mitigates the impact of being on a losing server. Faction based PVP always had the problem that once one side starts winning, there is a snowball effect of that side having more resources, more access, becoming more geared, and further being nonstoppable. Many aspects of GW2’s pvp protects against that.
6. Dyes. I love how dyes are unlocked for the char instead of one time use. I know it’s kind of silly but I love being able to keep testing and changing colors for each piece of my armor. Abyss- monday, celestial- tuesday, rainbow- wednesday xD
the current TP is good for trying to gear up, but bad for money hoarding. but overall it’s good given the way the servers work. This way, WvW is less affected by people’s gear, just numbers and skill. Those who played Aion know what i’m referring to. Since we can guest on each other’s server and mail people stuff, segregating TP doesn’t make much sense anyways
o for that, i’m not 100% sure but I think if the person who opens the dungeon leaves, the dungeon autocloses. So if you’re running a dungeon, make sure the person that starts the instance is legit.
FYI, if you are only doing dungeons it doesn’t have to be server specific. You can play w/ friends from another server as long as they are on the same map and in group. Just open the instance and they will get the pop up too. Love that. Sorry for offtopic reply xD
hum that’s a hard one. Jumping or using landscape to your advantage seems to be an inherent part of GW2. There are plenty of jumping puzzles that are hidden and found when people go out of their way to explore. One of the dragon fights, the NPC voice actually tells you to use the landscape to your advantage. You can avoid the ice wave completely and chill debuff etc etc. So the general mood of the game is that you should be curious, explore, and use all elements of your environment. But on the community side of the coin, there’s a real witch hunt mentality in which anything which is too easy, might needs reworking, too clever, is considered exploiting if it’s to the players advantage. The way I see it is, if it’s not meant to be, they will patch it out o.O
I also like the idea of a jumping puzzle dungeon. For example, I love that jumping puzzle in EB where you have to fight other players and avoid traps. There’s also lot of shortcuts in the EB puzzle as well as certain protective stuff you can get. However, I’m also concerned if having real puzzle dungeons will make certain groups of players ragequit xD. but I for one can do jumping puzzles for hours hehe
Edit: I would also love to have a separate PVP and PVPVE jumping puzzles map so I don’t have to go through the guilty pleasure of the jumping puzzle in EB while feeling like i’m taking up a slot.
(edited by Eve.1029)
Um, look I’ve pretty much farmed out my CoF gear by the time the patch hit, so the changes did not affect me personally. However, they do affect my friends who need them. One person ran TA yesterday w/ a staticish group that runs it daily. He got 6 silvers, while others in the same group received 9s, and 12s. It’s all their first run of the day. Also have friends hitting 70-75 to 80 who can really use the company and the help running dungeons. Before it wasn’t a bit deal, we spend more time helping them but get silver and skill point for our time. But now? The dungeon rewards are RNG u can get DR even if u run 2 paths, 6 silvers to recover minimum 25 minutes and repair costs is just not enough incentive. Esp to players that’s already had to grind, yes grind, countless amount of these dungeons already. So… our new 80s bang their head against the wall for a bit and then go play something else.. sigh
Mysticeve – Human elementalist and my main
Seven years ago, when I started a new online game, I wanted a name that’s speaks to that fun, adventurous, and “relax after a long day” experience I look for in a MMO.
Mystical evening was the original inspiration and I shortened it to MysticEve so it was more “name like.”
ok so from the link on Calavera’s post:
“Diminishing Returns Information for Item Drops
We don’t have any facts reported by the Arenanet staff on this system, but what has been agreed upon is that after farming a single enemy type for about 20 – 30 minutes drops seem to dry up. It has also been speculated that using magic find gear will cause a player reach the cap faster. The cap is most likely dependent on the number and quality of drops received and as well as time. Also, drop DR may be affected by location, so if you keep moving to new areas while killing the same enemy type (im looking at you centaurs) you should also be unaffected.”
Further question:
1. New area= new area on the same map? or has to be a completely different map? Or Different mob type any map?
2. Is there a /status we can use to see if DR has been applied to our character?
MF can make you reach the cap faster, so you can’t reliably tell if you hit DR?
It’s going to drive me crazy deciding if I hit DR or being paranoid >.<
“Diminishing Returns Information for Dynamic Event Rewards
We don’t have any facts reported by the Arenanet staff on this system. Reported findings point to a reduction in the reward for all events if too many events are completed in a certain time period. This time period and the number of events required to trigger the code are still unclear.”
3. does anyone have new info on the time period and number of events needed?
Can someone please explain the conditions of diminishing returns to me? I’m so confused by this. I would like to know the details of:
1. Diminishing returns on Loot drop rates
- is it by map or by area?
- how long to that diminishing returns – sometimes it feels like i’m barely there more than 20 minutes and already experiencing it x.x
- what do you need to do to fix it? Go to another area? another map? go play another char entirely?
2. Diminishing returns on karma events
- is it by map or area? If by map does this mean if I take too long to do heart quests and do too many dynamic events i’ll hit this?
- how long to hit it? what do I need to do to fix it?
Thanks in advance. This is making me kinda crazy. Atm I feel like I can’t relax and just roam away anymore because I need to constantly check my drop/karma rates, preplanning where I’m going to move to, or keeping track of how long I’ve been playing, instead of being able to just enjoy the game. If someone can give me the details on this, I can just set a timer or something so I don’t have to think about it.
lol well I can kinda see both sides of it. I ran Arah story twice. First time w/ pugs when I just hit 80, then a few weeks later w/ my friends who were all more geared by then.
First time: Teamed died alot figuring out each part of the run, and hours later we got to the final boss. While we were a good humored group, I think we all breathed a sigh of relief when we realized we won’t be adding to the repair bill on the last boss. I think I had 2 silvers left, so anymore “fun” and I’d be naked. It was nice at the end to sit back and enjoy the scene rather than be busy dodge rolling.
Second time: me and a friend already knew the run. We moved through the story much faster. The content was challenging but we handled all of it. A few deaths, but mostly from friends messing around and jumping off the airship, not from group wipes. Got to the end, and friends that had not done Story w/ pugs were like, that’s it? no epic battle? so boring lol. Meanwhile me and my friend that did pug runs were like…. “I remember being relieved at this part”.
I’m confused. You’re saying that dungeon should be one of the most efficient way to level and get gear. How can that be? Say each path takes 40 minutes – 1 hr to complete. You get diminishing returns for each path, so your exp is nerfed unless you keep changing it. But unless if you belong to an elitist lvl 80 already geared group, you would prob die alot trying to figure out game mechanics in a pug group, taking new paths each time. Thus your repair cost will be more than the rewards you get. Oh wait, lvl 70s suppose to do all this to get a few lvls? haha I think w/ this new patch, dungeons are the LEAST rewarding content for gear and exp. If you want to stick to your philosophy of good exp and gear, you need to either nerf the other more difficult paths or boost the rewards on paths that takes longer. What you have done is both increasing difficulty and decreasing reward.
What people want and what people get are completely different. Learn this kitten and learn it well people. I seriously want to litter this post full of kittens at you guys. Know your role and earn your keep. If you’re bad, you don’t get gear. If you’re lazy, you don’t get gear. If you’re a dbag, you don’t get gear. If you don’t have reliable groups, you don’t get gear. If you don’t have the time, you don’t get gear!!
Translation: if ur a new player- get out and stay out of dungeons
if you don’t quit ur job and play it 24/7- well ur lazy and u don’t deserve to get gear
if you don’t have a static group and go w/ pugs- well it’s ur fault for meeting new people, and for not being a complete elitist. should only group w/ “geared” elitists that’s already full exotic and already knows everything about being pro at playing this game.
well, why not just put a sign on the dungeon that says “80% of player base go away”
GW2, to me, was suppose to be more about the community and the progress of growing and experiencing things. These recent changes pigeonhole us into the old elitist mentalities of past MMOs. Even if the dungeon is fun, i wouldn’t want to help a sub-80 get some gear, or go w/ people i don’t know, or go w/ people that are chill to hang out w/ but their skill is sub-par. Because the end result is that not only are the runs slower, my repair bill might be > the rewards. Right, i’m sure this will do amazing things for the community.
1
The exp nerf: the nerf for repeat runs is just way too extreme. it was a nice way to help friends get some lvls, for those of us who don’t want to mindlessly zerg around event chains. Why make dungeons way slower to level compared to events? the reward for time spent is too unequal. Stop forcing people to play a certain way.
The silver nerf: I thought gw2 was a casual friendly game? the repair cost of an average pug group is going to be more than what they get out of the dungeon. Lvl 80 guildies will have less incentive to lend a helping hand to new guildies hitting lvl 70. After all, maybe we’re willing to do slower runs to help them out, but losing money to do it will deter most people. You can’t just severely KILL off dungeon rewards w/o considering the overall picture. Events and/or just gathering will give much better rewards.
I understand Anet dont’ want people just to run easy dungeons to full lvl 80 gear. Maybe they can slightly decrease the rewards. Or make the last parts harder but give substantially better rewards for later parts of the dungeon to match the effort we put in. at this rate, dungeon are a sub-par part of the game, and will get sub-par attention from players who get sub-par rewards. Waste of content… Instead I would like to see all the paths fixed so that 1. all paths are equally Doable or 2. the more difficult paths give better rewards to match difficulty. Give players back their silver rewards so pugs aren’t punished for not being elitists – fearful of playing w/ people they don’t know in case of too many wipes. Give players back their exp or make it 80% on repeat so that the time they spent in there gives comparable exp to how much exp they would get from events.
So when I see bots spamming msgs in Map chat to sell gold, I always submit a report for them (via right click name and report)
question: Does that go under Spamming (for spamming a msg) or Scamming (for promoting activity that’s against the user agreement)?