Showing Posts For Gempulse.9463:

Harder dungeons will equal less players.

in Fractals, Dungeons & Raids

Posted by: Gempulse.9463

Gempulse.9463

So the hardcore player sits there, chuckling to himself, thinking he’s cool, “why should i care?” well, having less players, means less economy, less people to show off too, less money for arenanet, less updates.

Description of Slippery Slope

The Slippery Slope is a fallacy in which a person asserts that some event must inevitably follow from another without any argument for the inevitability of the event in question. In most cases, there are a series of steps or gradations between one event and the one in question and no reason is given as to why the intervening steps or gradations will simply be bypassed. This “argument” has the following form:

Event X has occurred (or will or might occur).
Therefore event Y will inevitably happen.
This sort of “reasoning” is fallacious because there is no reason to believe that one event must inevitably follow from another without an argument for such a claim. This is especially clear in cases in which there is a significant number of steps or gradations between one event and another.

error code 7:11:3:189:101

in Account & Technical Support

Posted by: Gempulse.9463

Gempulse.9463

I am experiencing the same problem. It only happens to me during boss fights in dungeons, it seems. Please fix this, it is so incredibly frustrating.

A simple request for help.

in Fractals, Dungeons & Raids

Posted by: Gempulse.9463

Gempulse.9463

The simple version of my question is this: is it possible to get through a dungeon without dying?

Yes, it is entirely possible.

Some tactics that I liked to use: Bring chain blinds to keep the rangers from two shotting you. If you have a mesmer friend, have him bring his transform elite. Transforming an elementalist into a moa then burning the elementalist down quickly.

Do NOT nerf please.

in Fractals, Dungeons & Raids

Posted by: Gempulse.9463

Gempulse.9463

I’m glad to hear that the dungeon team is working on making the dungeons better, and very happy to hear that dungeons are not going to be nerfed, instead just polished and made more interesting.

I also wanted to say that after reading a few of the replies on this thread, I am so glad that the players replying are not game designers.

Twilight Arbor Explorable Mode has a few bugged encounters.

in Fractals, Dungeons & Raids

Posted by: Gempulse.9463

Gempulse.9463

Note: I am actually NOT complaining about the ‘over tuned’ difficulty of these bosses. I am actually talking about things in which I think are bugged.

I have done Twilight Arbor numerous times on the “up” path and once on the “forward -> up” path. On these paths, are three bosses in which I believe are not working properly. The three bosses on these path that are not working correctly are Fyonna, the boss in the room with all the spider sacs, and the final tree boss’ on both paths.

Fyonna – Every group that I have done TA Exp “Up” path with, have simply pulled Fyonna into the hallway, away from her sacs. While in the hallway, she pretty much does zero damage and is a yawn-promoting fight.

Tree boss on “up” path: On this boss, right before the boss room, there is a row of short blue grass. If you and your party stand behind the blue grass and attack from a distance, the boss cannot do any damage to you and you can slowly burn down the bosses health. I’ve said this before on another thread I’ve posted in this section: I actually ate dinner two nights ago while auto-attacking this encounter. This needs to be fixed.

Tree boss on “forward -> up” path – More or less the same thing going on here as the “up” path final tree boss. In this encounter, the tree summons the first set of spiders, my group killed them. The boss, a few seconds later, summoned the next set of spiders, but the spiders did not engage us. We used the same “strategy” as the first final tree and stood behind the blue grass and ranged him for 5 minutes.

Twilight Arbor Explo Bugged out..

in Fractals, Dungeons & Raids

Posted by: Gempulse.9463

Gempulse.9463

It is not bugged. You don’t get a chest for the last boss. If you did explorable mode, you should have gotten 5 to 15 tokens, some experience and some money.

Lets see your Necromancers/Reapers!

in Necromancer

Posted by: Gempulse.9463

Gempulse.9463

I love this profession.

Attachments:

My likes and criticisms of (explorable) dungeons

in Fractals, Dungeons & Raids

Posted by: Gempulse.9463

Gempulse.9463

First off, I would like to say that I think that at the core, the dungeon design in Guild Wars 2 is excellent. I admire the fact that Arenanet has added explorable dungeons to the game to help the more “motivated,” for lack of a better word, PvE players. I think dungeons should remain quite difficult, making teamwork and team coordination a necessity in the completion of an explorable dungeon.

However, I think there are a few changes that would make dungeons more enjoyable.

The first dungeon design on my list that I think needs to be changed is how the waypoint system works in dungeons.

My least favorite design in dungeons currently, is the fact that you can respawn if you die during battle, using a waypoint, and run back into the fight. This is teaching players that it’s okay if the player doesn’t want to properly learn the boss encounter. If you die, no big deal, just waypoint back into the battle.

How would I change this? The solution is simple. Place a waypoint before each boss room, and have it deactivated while any amount of party members are currently fighting enemies. If you and your whole party goes down, the waypoint is then usable and your team can figure out what you did wrong and practice another attempt. This may be unsatisfying at first, but once you get a boss down with no full deaths (down-state is not a full death) it will feel like you actually achieved something greater than just waypoint rushing.

The second nitpick on my list is the token system. This is issue is not a huge deal to me, but I will express how I think the token system needs to be changed, anyway.
My problem with dungeon tokens is that you acquire a group of 5 tokens per boss from the chest, and that it takes as many as 390 tokens for the most expensive weapons.

My solution to this problem is I think that a singular token should be randomly dropped from mobs and bosses in the dungeon, much like how Globs of Ectoplasm and Obsidian Shards were acquired in Guild Wars 1. Furthermore, with this singular token drop system, the cost of the dungeon armor, in tokens, should be lowered to 120-150 tokens for a full set.

My third issue with dungeons is that players do not see an large enough incentive to explore the more difficult paths. This is demonstrated with what players call “Citadel of Flames speed clears” and the solution to this issue is going to tie directly into my solution on tokens. I will thus provide a “what if” solution based on tokens being acquired randomly by mobs and bosses, and a solution based on how tokens are currently acquired by chests.

My “what if” solution:
If tokens were acquired randomly from mobs and bosses, in order to produce incentive for players to explore different paths, a system could be implemented that decreases the percentage of token drop rates on a certain path that has already been completed for the first time in a single day. If you complete the same path twice, the percentage keeps decreasing, and so on. However, if you explore a different path in the dungeon, the normal drop rate percentage is restored, but only on paths that you have not explored within that 24-hour period.

My solution based on how the token system is currently designed:
If you complete a certain path for the first time within a single day, you get the full 30 tokens. The second time you complete that path, you get four tokens per chest. The third time you complete that same path you get three tokens per chest. On your fourth run through the same path, you then get one token per chest. However, if you complete a different path your token amount is restored to 30, and the cycle is repeated. I think that this will give players that extra push to venture onto different paths and not just take the easy path every time.

Other Issues
-Some bosses mechanics seem broken and unintentional. For example, the fact that the Twilight Arbor explorable mode final boss on the “up” path and the “forward” -> “up” path are easily killed by standing in the hallfway before the main boss room and ranging from a distance. My party and I were able to kill both of these bosses without taking any damage. I actually ate dinner while auto attacking.

-Some enemies in dungeons and boss encounters are bugged, under tuned or over tuned. Balancing and bug fixes need to take place.

-The loot table (armor and weapons) seems out of whack. I have ran Twilight Arbor Explorable Mode about 10 to 15 times and I have seen only one rare drop, which was a level 53 bow (I am level 80). No one in my party has seen an exotic drop yet and I mostly get blues and greens. Maybe I am just unlucky?

Please go easy on me if you disagree with any of my issues or solutions and explain to me why I am wrong and help convince me otherwise.

(edited by Gempulse.9463)

Twilight Arbor explorable "Up" path final boss bugged.

in Bugs: Game, Forum, Website

Posted by: Gempulse.9463

Gempulse.9463

Why? The dungeon is boring with the boss bugged like this. Everyone always takes the up path because it is so easy.

Twilight Arbor explorable "Up" path final boss bugged.

in Bugs: Game, Forum, Website

Posted by: Gempulse.9463

Gempulse.9463

Hello, I was just doing Twilight Arbor explorable mode with some people, and we took the “up” path after killing the first boss. The final boss on this path is bugged. If you stand behind the entrance a little to the main room with the boss, you can range the boss without taking any damage.

Please fix this.