Showing Posts For Flabber Babble.8720:
It does seem the biggest intention is to get you to play the field, not the UI.
This is why I highly doubt you’ll get any sort of UI “warning” for impending attacks or even a cast bar for enemy mobs/bosses.
Well I’m sure you weren’t looking for sarcasm. The truth is, those tells that you’re looking for ARE there. They aren’t obvious, but they’re there.
If you’re running and dodging at random, then you’re wasting energy needlessly. AC is tough, and I mean, TOUGH, the first time through. It will be even more difficult if you’re in the process of breaking your old MMO habits (relying on tanks I.e.)
I’m assuming the “random” red circles are traps, all of them appear in the same spot (unless it’s the ranger mobs… But even those say in plain text… “throws traps”)
I would try try again. My first time through AC was accompanied by a lot of “you gotta be kidding me”, or, “this CAN’T be right”
It’s hard, but doable. You’ll get your epic feeling once you clear it, trust me.
Has everyone forgotten about the BEES? Who has NEVER been roflstomped by one of those Deathly Swarms in the fwd/up path of Twilight Arbor?
I know they aren’t a boss or anything… But c’mon, Zhaitan isnt the problem, we need to look out for them bees man.
…hate those bees…
(edited by Flabber Babble.8720)
If people stopped calling it “Dun(Raid)geon Finder” it might get a better reception. But we do need at LEAST a decent LFG system.
Although I’ve never had an issue of not being able to find groups for these things; having one person ad in the dungeon entrance zone and one person in Lion’s Arch seems clunky.
Here’s me throwing out an idea with absolutely NO technical knowledge on how this would work:
Create a zone (an instance) for each dungeon that would serve as a waiting area prior to entering the dungeon. Treat this instance as an overflow server and let players find their groups.
It’s idea vomit at this point, but I’m sure ANet is cooking something up for LFG. I highly doubt they’re satisfied with the system as it is now.
Weird, the ony path we didn’t do last night was the Up path. Now I won’t be totally surprised if we get nil on it.
Wow this never even crossed my mind. But still, what a jerk move.
Just wanted to point out that the constructive posts outnumber the “l2p scrub posts” that’s always encouraging to see.
There is no effective direct healing/tanking in GW2. No matter how much you want it to be an apple, it’s still an orange.
That being said, it doesn’t negate the effectiveness of teamwork in dungeons. I can’t say how many times I (or a teammate) was saved by a well timed knockback performed by another player.
I don’t want to split hairs, But i do remember missions and elite areas in GW1 (FoW/UW) displaying the “Alas, your party was defeated.” message after a full party wipe, and only giving you the choice to return to outpost. The res shrines were only usable in the explorable areas.
I respect the OP’s opinion, but I don’t agree on all points. Dungeons feel plenty epic to me (especially after overcoming a difficult segment) after those “firsts”, though, things DO become routine as there is no mystery left… Until the next tweek/rebalance.
I think what you’re looking for is a sense of urgency.
I would hate to see a rage timer in these dungeons but wouldn’t mind the waypoints having limited uses. The party wipe mechanic from GW1 might add some pressure to perform. Personally, I think a simple modification (note i didnt say “solution”) would be to remove the armor repair anvil. That might add some real consequence for failure if you continue to die a lot as you stated your PuGs may do.
Let’s not deviate too much from the original topic, which is dealing with jerks.
The fact that it takes two people to kick ANYONE in group is a huge step forward (in my opinion) It’s a far cry from the party leader having absolute authority and gives groups the flexibility to remove people as needed.
Unfortunately there are folks who do it purely for the “lols” it’s an unfortunate side effect of any Internet culture. Report, block, and move on.
On a related note, I believe ANet has mentioned an upcoming fix for the party leader migration issue (which happens if the party leader leaves the instance causing everyone to get booted)
The tree gives off a pretty big signal for when he’s about to send the big AoE. First, he pounds the ground with his left fists, then does a big back shake (that’s your cue to dodge)
Staying at range is a good way to avoid a LOT of the spiders. He will send some after you regardless, but having one person tim the boss while the others handle adds works well. He eventually stops sending spiders (though the AoE never stops so keep an eye out)
Well, when it comes to Twilight Arbor specifically. I think the protracted waypoints are just a countermeasure for people who “skip” all the trash mobs leading up to the boss. It’s risk/reward trade off. (This is also why I insist on clearing most mobs leading up to these encounters)
As far as run times are concerned, that makes it all the more important for teammates to have a third eye out for their other teammates and get them up as soon as they’re downed. Or at the very least make them aware of strategies in which to rally (i.e. killing a volatile blossom, or binding root)
So I guess that means I agree, zombie rushing a boss shouldn’t be doable. But I highly doubt anyone really enjoys that sort of play-style.
Yes, we experienced this as well. The two things we did to subvert it:
1) let Leurent die before engaging… and
2) fight Vevina down in the small clearing where she stands (in other words, dont shoot from up on the hill leading to her)
We realized if she blinks up too far on that hill it sets the bug in motion. We even noticed individuals crashing from fighting too far up that hill, while the rest of the party was still engaged on the bottom.
Hope that helps ease any frustration until this bugged gets fixed.
I’m surprised nobody mentioned BOULDERS.
Seriously, boulders are like a security blanket for AC story. And downright necessary for a certain “couple”.