Showing Posts For Leo G.4501:

AC path 2 (Detha’s Path) not fixed

in Fractals, Dungeons & Raids

Posted by: Leo G.4501

Leo G.4501

Changelog from 10 minutes ago:
“Detha’s Path: Fixed a problem with Detha’s script where she would sometimes not start the event to fix the cannons.”

Well, sry ANet, but detha is STILL BUGUED. Why the hell you say you fix something that still broken? No problem if you dont want to fix it, but dont lie the players…

Lol you’re an *.

I bet anyone in customer service loathes dealing with you.

Only Warriors, elitist or just dumb?

in Fractals, Dungeons & Raids

Posted by: Leo G.4501

Leo G.4501

Only Warriors, elitist or just dumb?

Both.

And that’s coming from someone with two lvl 80 Warriors.

No respawning in the Dungeon rez-rush

in Suggestions

Posted by: Leo G.4501

Leo G.4501

Reading the forums and seeing people complain about various aspect of dungeons and grouping in them, I started thinking of an idea last night. One complaint was of course the inability to wp back during combat and it’s affect on difficulty for casual dungeoneers. The other complaint that sort of hit home for me was the prevalence of rushing through dungeons for the rewards and the unpopularity of killing ‘trash mobs’ because of bad loot.

So what if maybe, there were special instance specific ‘skills’ one could pick up along their adventures through [insert Dungeon]? Theses special skills would be sort of random aquires from mobs between bosses and not the event mobs. Some of these would be event specific and only really useful in certain fights and after the instance is over, they all disappear.

I’d call these little things ’Adventurer’s Inspiration’ and each party member can have 3 of these and none of their own can be ‘copies’ but some can be copies between party members. Some examples, and using AC as an example because everybody has probably ran that dungeon at least once:

Catacomb Secret Knowledge: Use this to permanently disable all traps within 360 range of you. Works on AC ghost rangers’ traps as well.

Charged Essence Collector: Use ecto-undeath distillate to rez a fully defeated ally to life.

Essence Collector Repair Kit: Unique. Only 1 available per instance and across whole party. Repair a damaged or destroyed Essence Collector.

Graveling Spike Trap: Throw a trap that activates once a round to deal damage to foes that pass over it.

Detha’s Cannon Upgrades: Choose to upgrade a single cannon, giving 3 extra abilities to it.

Flame Scepter Pepper Spark Spell: Unique. One per instance across entire party. Toss a pepper spark from the Flaming Scepter into Colossus Rumblous/Howling King’s mouth to choke them. If used at the proper time, their dreadful howl will no longer do damage for the remainder of combat (this will reset if he leaves combat).

Anyway, the idea behind this is, if your group is good, they can just run dungeons like they do now and get their same reward. People that have trouble with the dungeon could resort to killing the mobs between events to get various special bonuses for the instance to help them out but there’s still limited amount of these. Lastly, those that enjoy exploring around the dungeon areas rather than just going from one event to the other aren’t completely hosed for their time spent, they get a reward of a possibly easier boss battle if they choose.

Changing Giver's Armor Stats

in Suggestions

Posted by: Leo G.4501

Leo G.4501

Assuming the wiki is up to date, yeah any extra effect you believe you’re currently getting from Giver’s Armor is a placebo.

http://wiki.guildwars2.com/wiki/Boon_Duration

According to this forum thread, dated a month ago and last posted about 2 weeks ago, neither the Giver’s Armor or Weapons are working unless they have fixed it in a recent patch.

https://forum-en.gw2archive.eu/forum/support/bugs/Giver-s-Weapons-duration-doesn-t-work

Changing Giver's Armor Stats

in Suggestions

Posted by: Leo G.4501

Leo G.4501

Um, isn’t the Giver’s gear all still bugged? I.e. the boon/condition duration buffs on them aren’t actually being applied at all?

So I rolled a Mesmer...

in Elementalist

Posted by: Leo G.4501

Leo G.4501

I enjoy playing both

COF path 3, AC path 2

in Fractals, Dungeons & Raids

Posted by: Leo G.4501

Leo G.4501

For AC, when Detha is defeated before she finishes the cannon repairs, if you revive her more ghosts come when she resumes the repairs regardless if the ghosts that defeated her are taken care of or not. It’s always a good idea to clear the ghosts before reviving Detha.

For CoF, the mobs that spawn aren’t that tough. Some AoE clears them pretty quickly but what you want to focus on is the invisible assassins that spawn. They slowly walk toward Magg during the event and spawn from 3 locations I’ve noticed: one near the door and 2 by the lavafalls. The trash mobs tend to aggro the nearest player while the assassins only attack Magg when they reach him so it’s important to dispose of them first.

I hear if you just kite the weak mobs while only killing the assassins, new mobs don’t spawn but I like killing them to make the encounter more exciting :P

No respawning in the Dungeon rez-rush

in Suggestions

Posted by: Leo G.4501

Leo G.4501

2) most boss fights REQUIRE you to change from melee to ranged, in order to fight them. to me, this is a limitation in the design of the encounter, NOT of the player’s playstyle. yes, i’m very well aware that all professions are able to be built so they’re all NEARLY equally good as ranged or melee … but the truth is, the thief is simply better melee. the ranger is simply more effective ranged. so you, in designing your boss fight mechanics, have forced players to play it “your way,” again, rather than determining a way to make the fight difficult and still allow for ranged OR melee combat.

I don’t follow.

Granted, in the dungeon in question (SE story) yes, the terminator golem does seem to force you into range as I don’t think it’s possible to get near any part of it to hit with melee, but most dungeon foes are easier when you just melee them and actually get tougher if you try to range them (without proper protection). And there’s a lot of examples of this: (any of the AC end bosses, the nightmare vines in TA, Alpha in CoE, Lupicus in Arah, etc.)

Secondly, melee tends to hit harder and faster due to chaining basic attacks. So going range or melee is more of a preference. If you can defend against their melee attacks, survival in close is very simple but if you mess up, the boss is right there to punish you. So range can be more forgiving.

Thirdly, it’s new to me hearing that Thief is better at melee. Better how, though? A guardian has a lot more leeway in dealing with foes up close (protection, aegis, heals, armor, blocks, etc). An elementalist has other boons, conditions and mobility to let them leap in and out. Mesmers are great at melee when they engage in it, often with short burst mitigative boons and outs to escape with nary a scratch. And all those professions can provide huge team support while doing so by sharing their gifts with the rest of the group.

So explain exactly why you believe one feels forced to range content and where only a thief is ‘good’ at melee. Perhaps it’s just that I’m ignorant because I’ve never personally played the class.

SE path 1 - solo until last boss

in Fractals, Dungeons & Raids

Posted by: Leo G.4501

Leo G.4501

Nice video!

Although I think you might need a wardrobe change. All the solo videos (except yours I’ve seen) they all wear black and red :P

Dungeon community in GW2 is no fun

in Fractals, Dungeons & Raids

Posted by: Leo G.4501

Leo G.4501

I sort of wish there was a guild somewhere that I could join with like-minded people like you guys.

I actually get to the point in regular ‘runs’ where I’m praying people die because when that happens is when things actually get exciting and people stop rushing around and start actually thinking.

Don't use the term "Rez-rushing"

in Fractals, Dungeons & Raids

Posted by: Leo G.4501

Leo G.4501

I like to just think that it’ll only get easier then.

Make Healing skills Green

in Suggestions

Posted by: Leo G.4501

Leo G.4501

Removing the circles and adding heavier effects would be a terrible idea. This game is not in need of more enemy obscuring effects.

You speak as if the rain would be so heavy it’d be impossible to see through.

It’s rain. You can see through it. It’s not a monsoon.

And it’s not like the rain would be colored like enemy charging skills (which is orangish-yellow…actually a blue-green rain would make orange-yellow pop more, making enemy charge skills more noticeable. Contrasting colors and all).

Giving healing rain more visuals would ‘obscure’ what, exactly?

No respawning in the Dungeon rez-rush

in Suggestions

Posted by: Leo G.4501

Leo G.4501

Gotta love this, you doing it wrong, don’t PuG elitism. While back in the days of yore, we heard stuff about ‘playing your way’. Course, now it’s play it the way we say.

Dying and rez-rushing isn’t ‘Playing your way’. It’s just sucking. Basically, the devs want you to ‘Suck their way’ which is rather an odd euphemism so perhaps just don’t suck at all instead >_>

one change I'd make to banners...

in Warrior

Posted by: Leo G.4501

Leo G.4501

Mmmm, I wouldn’t be able to use the speed boost. And the rush is also nice for keeping/closing some distance.

The only thing I might suggest for banners is maybe a combination of the ‘boon’ skills (Inspire + Furious Rally/Compassionate Banner/Whirlwind Banner depending what banner you’re holding) and the ‘attack’ skills (the 1 skill chains from Stab to Staggering Banner/Brutal Banner depending what banner you’re holding) and then add a #2 skill that lets you throw the banner at a target to immobilize them. Call it Impaling Banner.

No dungeon/path should be over 25 min.

in Fractals, Dungeons & Raids

Posted by: Leo G.4501

Leo G.4501

He’s doesn’t need to personally try it since this is common knowledge.

It’s like asking for someone to go to the moon to experience it first hand if they claim that there’s no oxygen up there.

What a terrible analogy since he’s making a complaint and not stating an obvious fact. Running p4 arah and deciding how hard it is, is subjective to the runners. Some will find it easy, others will not. The moon will have no oxygen regardless of your opinion.

A vast majority of people don’t think P4 Arah is easy. Maybe if you are lucky and have 5 regular runners all with vent doing it. Just telling a random person to “go do it” is beyond useless since it will just be a waste of time for them given their situation since they will most likely just fail over and over again.

Here’s a more appropriate analogy then.

It’s like if you are standing on the roof of a 8 story building. Sure some people can survive that fall but alot of people won’t. It’s like you are telling those that don’t think they can survive to jump to test it out.

Relatively, you won’t cease to be if you try Arah. If you jump off a building an not survive, you won’t live to learn anything.

Your analogy has nothing in common with the situation. You can walk into Arah and decide after 30 min if you like it or not…then not do it. You can’t really ‘half-way’ try to breath on the moon or stop half-way down an 8 story building jump.

Don't use the term "Rez-rushing"

in Fractals, Dungeons & Raids

Posted by: Leo G.4501

Leo G.4501

snip

I feel ya. I had a similar run in CoF on Magg’s path. I’ve done this dungeon plenty of times even after the changes to dungeon rules…and this was a full guild party too! But at the ‘Defend Magg’ part the elementalist just died for some reason, the ranger was plinking at range and not using anything to help the group but mediocre damage, and maybe Staff isn’t the best weapon to use on a guardian in that fight? It was just me (war) and thief pulling everyone’s weight.

I don’t have the heart to tell them they’re bad (they’re casual players like me but I always PuG) or maybe they’re used to running with others in our guild that are SUPER AWESOMER than I am, but we barely made it through that dungeon after a couple of hours and multiple team wipes on different sections. I guess if I spec for shouts and use GS rather than my regen banners and condition removing warhorn, but then how am I rocking other dungeons so hard, taking out trash with ease and constantly the dependable rezzer when bosses start spamming AoEs?

I’m just going to chalk it up to some teams being good and some being bad. Apparently I’m not good at carrying weak players like some of my guild but I can contribute strongly when people know how to play. I’d say you’re in the same boat. You can only rez someone from downed so many times before they go insta-dead anyway. At which point, it gets harder to keep the fight going, or more productively, simply ending the fight.

All in all, I feel you but feel you’re not looking at the big picture. The game should be rewarding you (the players) with challenges that you legitimately pass. Do you feel the previous means of defeating dungeons was legitimate? I know, more often than not, players used rez-rushing as a means of kittening any efforts to help their allies in need. Why bother with support abilities? Just get max DPS and if you get unlucky, rush back. Someone goes down? Don’t risk it. They can rush back.

Now? You’d better dang will find a way to keep people alive or you may be in for a disappointing defeat.

" -insert random speech- " ...GURGLE GURGLE

in Charr

Posted by: Leo G.4501

Leo G.4501

Well what about the Tengu? It sounds like they’re talking out of an old fashion cassette recorder.

Make Healing skills Green

in Suggestions

Posted by: Leo G.4501

Leo G.4501

I’ve also noticed this. I lay down a rain and people run away, I sometimes want to yell at them “DON’T RUN FOOLS! IT’S PROBABLY SAVING YOUR LIFE!” but things are just too fast pace to mention it.

I’d almost just suggest removing the circle entirely rather than changing the color. You can’t run away from something you don’t see. I noticed that from some Engineer healing turrets. The area seems to pulse instead of persist and it does its job. Or like my Healing Banners. It just plain sits in the middle of a fight with no visual indication…granted it’s not a combo field and has a 600 range vs Rain’s 360….

To counter removing the circle, maybe make the rain visuals more pronounced (heavier rain so you can actually see it) with an option to see ally AoE fields. I’d probably keep the option on as I often use ally fields with my finishers…

£17+ to transfer! Or grind for life!

in Suggestions

Posted by: Leo G.4501

Leo G.4501

If you don’t want to outright beg for gold from your guild, suggest maybe a couple of donation dungeon runs. Everyone deposits all their gold in the bank then you join up on a simple AC run. Whatever coin drops have it sent to you and they keep their tokens/drops.

1 run can probably net around 60silver or more. Couple that with whatever runs you can squeeze in in PuGs and you can be transfered in 1 week, 2 tops.

As a casual player myself, I enjoy the fact you can get by without spending any actual money if you want. I haven’t even tried farming or anything but I have changed all my 5 characters’ appearance, bought over 250 fine transmutation stones, got 2 bank extentions and am currently saving up so when name changes become available, I can rename 4 of my current characters.

Don't use the term "Rez-rushing"

in Fractals, Dungeons & Raids

Posted by: Leo G.4501

Leo G.4501

I’ll go ahead and define the term ‘Respawn’ for you in the context of GW2, OP.

Respawn: the act of returning to a previous point in the game after being defeated when engaging the enemy is no longer an option.

Technically, when you’re completely defeated but an ally is still alive, you still have the option of engaging the enemy. All you have to do is be rezzed. If your allies are no longer alive, the enemy is defeated, it was choosen by your allies to disengage or there never was an enemy to begin with that is when you then respawn.

Focus revisited

in Elementalist

Posted by: Leo G.4501

Leo G.4501

It’d be super nifty if Flame wall was like Mesmer Temporal curtain but instead of a pull when you destroy the curtain, you get a blow-out when you destroy the wall (with some damage and burning).

For Gale, to give it utility, let it remove stability from the target (after it attempts to knock-down the target though) which would give Focus a nice 1-2 punch with Flame wall-backdraft.

I think it’d be too mean to improve anything in earth. But freezing winds could use a little something extra.

Legendary Weapon updates

in Suggestions

Posted by: Leo G.4501

Leo G.4501

1) Most importantly Legendary weapon’s damage range & stats should be scaled up rather than being the exact same stats compared to any sloppy exotic weapons.

Yeah, no. Why would I want to be forced to work my kitten off to craft a legendary weapon only to transmute something over the skin so it’s not kittening visual mess and only need the stats?

Survey: Boon Duration

in Warrior

Posted by: Leo G.4501

Leo G.4501

I think Warhorn is hilarious. I practically don’t swap weapons anymore, just my axe and my boon duration buffed converted conditions for me and my party. Maybe I’m just understanding more how conditions land but I hardly miss Mending or Shake it off.

" -insert random speech- " ...GURGLE GURGLE

in Charr

Posted by: Leo G.4501

Leo G.4501

I think Rytlock’s voice is sexy.

No dungeon/path should be over 25 min.

in Fractals, Dungeons & Raids

Posted by: Leo G.4501

Leo G.4501

Well I didn’t say hard, I said cheap. Those kittens are cheap kittens. Probably why I enjoy blasting them to kingdom come with all the gods’ elements or sinking metal deep in their kitten skulls.

No dungeon/path should be over 25 min.

in Fractals, Dungeons & Raids

Posted by: Leo G.4501

Leo G.4501

CM? Nope

Lol I’m sorry but CM is cheap! Yeah I watched Wethospu’s CM solo video but I could tell he just had a ‘blast’ soloing that thing (/sarcasm).

The mobs in there are cheap. I don’t care if your group is amazing but snipers that aggro at stupid ranges, archers that use distortion multiple times for multiple seconds, bombers that spam cluster bomb AoEs all over the place, bandits that heal their allies and are armed with stability, bandits that stack bleeds and poison on you dang near non-stop…

Funny though, I run CM alot.

No dungeon/path should be over 25 min.

in Fractals, Dungeons & Raids

Posted by: Leo G.4501

Leo G.4501

Perhaps as an aside, how about some evidence from others that Have finished path 4?
How many people have finished Path 4 in over 4 hours?
Under 4 hours?
Under 2 hours?

The times I completed it, the first was probably 4 hours give or take 15min.

The second time was probably 1hr 30min, but the f’ed up thing was the Simin fight took 45 min of that time.

Yeah, I don’t like that dungeon and I don’t like that fight. It’s boring, in fact.

No dungeon/path should be over 25 min.

in Fractals, Dungeons & Raids

Posted by: Leo G.4501

Leo G.4501

If this is a problem with Arah path 4, I don’t see anything wrong with not doing path 4.

Personally, I hate that path and have only run it twice (successfully) as of this day. I don’t plan to ever play it again and that’s my choice. I won’t request the path be nerfed or chopped into bite-sized bits because there’s no need. Some people can and do run it with ease and after getting my Dungeon Master title, I’m just going to accept I don’t like Arah path 4 and not do it.

Doesn’t mean content is locked away from me, I can still get the Armor/weapons from the dungeon. But I chose to ignore a piece of content out of personal preference. How much time you have to play the game is a personal preference. If you want to play, find time to, set a certain day from a specific week in the month to play longer.

Adrenalin Idea

in Warrior

Posted by: Leo G.4501

Leo G.4501

I’d like Warrior to be a bit more tactical. Would be nice if they expanded the use of Adrenaline some.

Having different bursts would be cool but I’d personally just like them to give the current bursts more polish before adding new ones. Or maybe keep them the same but let you ‘slot’ different effects into them.

Another idea, have 2 bursts; one offensive and the other defensive. The defensive one could be determined by your off-hand weapon or just give a standard defensive effect that maybe costs 1 bar of adrenaline to use (kind of like a Mesmer Mantra).

Battle Roar and Charr Warriors

in Charr

Posted by: Leo G.4501

Leo G.4501

They should have put up fences like the Tengu did :P

No dungeon/path should be over 25 min.

in Fractals, Dungeons & Raids

Posted by: Leo G.4501

Leo G.4501

All contents in the game should be assessable to everyone, casual or hard core. Everyone playing this game right now paid for it. Why should casual players be “punished” just because they got real life to deal with?

So sports news coverage should cater to people that like basketball but hate golf when they’re covering a PGA tournament?

Boy, you’d think the solution to that is to change the channel. I mean, I paid for the channel…

But by your suggestion, the devs should cater to the players that like PvE so sPvP and tPvP should be made more accessible to the PvEers? Or people that like PvP, the rest of the game should accommodate them as well?

I hope you’re seeing a trend here…

Bring back the hard res!

in Fractals, Dungeons & Raids

Posted by: Leo G.4501

Leo G.4501

@ CassieGold I think that’s the point of the downed state/dead state though:

-If you can’t time your dodges/skills to save your life in time, you become invulnerable for a second and put in the downed state.
—In the downed state, you can still rally if you or a party member kills an enemy you have engaged. If that isn’t viable, you also can heal yourself.
—-If that doesn’t work, a team member (any team member, even some NPCs!) can heal you or use a revive skill to instantly rally you.
——If none of THAT works and you go into defeated state, allies (and even some NPCs!) can bring you back up but it takes longer.

You have multiple safety nets to catch you but ultimately, there’s always a way to come back and strong. Think about some advantages to the system and use them:

-You can incrementally rez someone. You don’t have to do it all at the same time but I think (not positive) there’s a bonus for doing so continuously. This means you can hop in, rez for around 3 seconds, hop out, and someone else can hop in to continue the process.
-Multiple players speed up the process immensely.
-Revive is a channel. Reviving someone can be sped up via a Quickness buff and you can use other instant skills while channeling.
-There is gear and traits to make reviving downed and defeated players faster and/or safer.

The only place I’d suggest help for players with the issue of rezzing is when someone goes down in a particularly hostile area. And no, I don’t mean too close to an attacking NPC or inside some dangerous red circles. I mean in lava pits, laser blasts and flaming environments where your dead body constantly takes damage regardless of having 0HP which can make reviving literally impossible. What the solution to that is, I have no idea. I hope some boss fights with environmental hazards like that might have something implemented to retrieve such team mates so that they can then be revived manually.

No dungeon/path should be over 25 min.

in Fractals, Dungeons & Raids

Posted by: Leo G.4501

Leo G.4501

You have to understand that there are players out there who can only play for 2 hours a day. Anet need to cater the game to them too if they want their money.

Are you implying that Anet doesn’t have content catered to those types of players?

Or are you implying all content must bend to the desires of a portion of its community?

Perhaps I’m misunderstanding, or maybe I just have tact but your demands sound selfish.

As for the idea of breaking dungeons up into parts, that is already the case. It’s usually broken up into 3 parts.

No dungeon/path should be over 25 min.

in Fractals, Dungeons & Raids

Posted by: Leo G.4501

Leo G.4501

The solution is: Don’t play that dungeon.

So long as the rewards obtained in it are obtainable elsewhere (path 1-3) your point is moot and confining from a game designer’s perspective.

Subject Alpha without rez rushing

in Fractals, Dungeons & Raids

Posted by: Leo G.4501

Leo G.4501

Exotic Level 80 armor is not the same as, lets say, Soldier armor. Toughness and Vit are for survival. Alpha is not for the ’zerker sets.

I always repeat those holy words, get more tankyness!

Well, I wouldn’t say you need tanky stats to survive, but they help when you’re learning. But yeah, I always would suggest having some sort of ‘ace’ so you’re not a damp tissue sack in boss fights:

Don’t want full-on solider armor? Get some Vit and regen.

Don’t want that? Try some percision + crit chance + lifesteal food.

Don’t like that? A bit of toughness and all defensive utilities works too.

That not your style either? Get vigor and +endurance and dodge more.

But I wish I hadn’t watched Wethospu’s video. When I usually run that boss with a PuG, it’s just a chaotic barrage of red circles. There’s plenty of time to dodge everything and recover your endurance after. Now? -sigh- it’s almost too easy. If people didn’t go down during the fight, you could practically sleep through it.

Revisit Glyph of Renewal?

in Elementalist

Posted by: Leo G.4501

Leo G.4501

lol whats ar?

in Fractals, Dungeons & Raids

Posted by: Leo G.4501

Leo G.4501

I’m not convinced. Agony Resistance isn’t referred to by any other terminology and AR is very commonly used shorthand, so vocabulary mix-up seems virtually impossible. Furthermore, if you even just skim the wiki page on Agony Resist, it makes it very clear that the mechanic comes into play at levels 10+. Moreover, this player shouldn’t be filtering recruitment to a dungeon run on a criteria which he himself cannot pass. If you aren’t aware that you need AR for 10+, you aren’t experienced, period.

It’s a common shorthand and therefore is impossible to mix up? I’m already thinking of several things AR stood for in various other MMOs I’ve played…so it’s impossible to mix up!?

Also, I didn’t bother getting any agony resist until around lvl 16 but haven’t bothered to get past 18 because I’m playing an alt and don’t feel like starting over on him. I don’t recall there ever being a requirement to have agony resists…

lol whats ar?

in Fractals, Dungeons & Raids

Posted by: Leo G.4501

Leo G.4501

yes i do see both your points but some ppl do tend to have different perception of the meaning of some terms used in game.

i get his point of not knowing what AR means (maybe he just didn’t know the short hand for it) just an assumption

I think that’s what it was.

Heck, I clicked on the topic if only because I had no clue what the thread would be about and considering all the shorthand people write for EVERYTHING he might have just been momentarily baffled.

And it’s not like he didn’t know what Agony Resist was (he understood the next response right after)

New Dungeon Rules

in Fractals, Dungeons & Raids

Posted by: Leo G.4501

Leo G.4501

And then there’s the part with all the cannons and snipers. I swear every last one of them were shooting at me, even though I was behind all my teammates and sometimes behind cliffsides when I needed to heal. This I can understand because I was very aggressive at the start of the fight but I never seemed to lose aggro! Two teammates were downed during that fight but I was downed no less than 5 times, even when I stopped attacking halfway through so I could hide and heal. In fact, my team’s lifebars barely moved when I broke line-of-sight so that tells me they were focused mainly on me.

Then the stupidest thing ever happened. I summoned an iWarden and tried to pull all the snipers towards it. Every freaking one of them popped up with “immune” status! I give props to the company that made my desk because it survived a vicious round of facefaults!

And archers that can attack WHILE blocking?! NO! Just…. NO!!

Haha, yeah CM is interesting.

I haven’t run it much lately because it seems every PuG I join that wants to run them wants to cheat. Thankfully, when the cheating starts, it starts early in the dungeon so I can get out of there so I don’t waste their (okay, I don’t care about their time. I’m there to have fun and cheating is boring) time.

My main problem with CM though is…they’re Just. Bandits.

But if they’re just bandits, why are they like Terminators from the future!?! Not only can they take a trillion bullets to the head and still be alive, some are so kitten heavy they can’t be knocked and they are a kitten to stop once they get going. I mean, the most annoying thing I hate about some of those bandits is, if you pull them and they get low on health, they run away and aggro their buddies.

Cool AI and all, but our stuns, chills, immobilizes and such only last so long and these bandits that are apparently in danger of death and must flee can still take a couple hundred arrows to the back before they really do die.

Compared to some dungeons where your gear seems to scale nicely and you can actually kill mobs (CoF is a good example), these bandits are relatively unkillable and I wonder why we don’t just hire THEM to face the dragons.

Anyway, I’ll probably be doing dungeons today and hope SE (haven’t ran that since the change) will be drastically different. Do people still rush the bridge? Path 1 was always a kitten with uncoordinated groups too…

Dungeons are rediculous now.

in Fractals, Dungeons & Raids

Posted by: Leo G.4501

Leo G.4501

so yeah, well thats what im trying to say. its not just about me or the old farts ingame that knows everything too well. its all about the new players that are trying to understand the content.

the changes are more less like punishing the new players because they are new and virgin. how long will they take to succeed? would they have the patience to wait and learn?

The way I play, especially with newcomers, is to essentially ‘baby’ them. Not outwardly, but I tend to aim to support when someone is new to dungeons and I always go to rez them when they go down or die. Why? Because then it teaches them that every party member is an important piece of a whole.

People that don’t learn these lessons get yelled at because they don’t learn how important it is that the team survive longer than the boss. They get kittened at because they weren’t paying attention and let themselves go down or they don’t listen when someone asks for help. This leads to frustration and quits.

But if everyone puts up their best effort? Struggle tooth and nail, communicate, support each other so no one feels they’re alone? Even failure can be fun especially if you learn something in the process.

Dungeons are rediculous now.

in Fractals, Dungeons & Raids

Posted by: Leo G.4501

Leo G.4501

have you notice the sharp decline on gw2lfg for dungeons? those players with 400 – 800 achievement points, some with green gears or rares, go in, die, a few times, and they go offline.

Do you have proof of this? Or are you just making assumptions?

Vastly increased dungeon difficulty

in Fractals, Dungeons & Raids

Posted by: Leo G.4501

Leo G.4501

Ah, thanks Libertys Knight. Will steer clear of dungeons until more favorable changes come through. If they’re keeping the difficulty they should up the loot, if they keep the loot they should lower the difficulty.

I think they’re going to add new tokens called Miracles to dungeons in the next update. With these Miracles, you’ll be able to cash them for cures to cancer and AIDS or even to end all war.

The achievement for earning 1 Miracle is a Nobel Peace Prize.

Want to get this straight

in Fractals, Dungeons & Raids

Posted by: Leo G.4501

Leo G.4501

Robert, is there any way you can add a UI element to show who the party leader is or who the instance ‘belongs’ to? I know this may promote people being kick happy to those who aren’t party leaders, but it could also avoid cases where no-ones sure who the ‘party leader’ is in dungeons.

Just wanted to pop in to agree and say this is a good idea. Needs to happen, guys

Lieutenant Kholer

in Fractals, Dungeons & Raids

Posted by: Leo G.4501

Leo G.4501

Even if he does it back to back, you’ve got 2 dodges. If you find you’re completely out of dodges after dodging his last round, place yourself next to an obstacle until your endurance gets to full. Hide behind something when you think he’s about to pull. Once you’ve gotten all your endurance back, resume your previous tactics and repeat as needed.

I’d understand some people’s difficulty with this boss if they have latency issues or just have bad reflexes, but his is probably the easiest attack to defend against. Remember that: this boss is probably one of the easiest ‘challenging’ bosses around. Once you’ve mastered this one, don’t get smug and think you’re the best. Try advanced techniques and see if you’re doing as well.

-Try rezzing a couple of team mates who weren’t able to dodge the pull.

-If you’ve got some defensive abilities like distortion, reflect, block and so forth, try using them in a way that not only lets you defend against his scorpion wire but also his spin (can’t reflect his spin though).

-If you have some utilities, test them out. Try using Feedback or Swirling winds to protect your allies or some rez utilities to bring up downed allies.

Think of each challenging boss as a chance to practice your skillz. Don’t just get into a routine every time you run a certain path, mix it up.

Vastly increased dungeon difficulty

in Fractals, Dungeons & Raids

Posted by: Leo G.4501

Leo G.4501

Please tell me i am blind, or did i just read that you think dungeons was built to not not need exotic gear based on Arah story mode?

Here’s some perspective:
-Go watch some dungeon solo videos. There have been some like Elementalist and Necromancer soloing AC or Warrior and Elementalist soloing Arah.

-They can do alot of damage but they are squishy as kitten…and they have to be in order to kill a boss with that much HP and NOT take hours doing so.

-A party can have 3 or even 5 players doing a fraction of that amount of damage and beat these dungeons 5x as fast.

To add that all up: If you’ve got 5 members dishing out as much damage as a dungeon soloer, you can kill a boss 5x faster than them but that is usually never the case because if you don’t know how to survive, you just die faster. It takes both damage AND survival to win. If you’re low on damage because you’re in green or blue gear, that just means you have more opportunities to study the boss’s attacks.

Basically, rare/exotic just lets you finish dungeons faster, not a requirement to success.

Lieutenant Kholer

in Fractals, Dungeons & Raids

Posted by: Leo G.4501

Leo G.4501

I’d suggest positioning yourself so that you can watch his stance. If there are melee hitting him, they’ll usually be in a spot so they can backwards-dodge and not fall into the chasm of water. You want to position yourself on the other side or in a spot so you can see his actions.

When he’s doing all his other attacks, he’s leaping, rolling and lunging all over the place. When he does the scorpion wire, he doesn’t do anything while he’s doing the charge up. He has to stand still to do the attack so when you see he’s not moving around (that’s him attacking) or walking/limping, then most likely he’s charging his pull.

Another way is to just melee. He’ll be easier to see if he’s attacking or charging. You only get hit by the spin after he does the scorpion wire and if you dodged away from him (like you’re suppose to) there’s no way he can hit you.

The only time none of this would be viable is if you’re teamed with a bunch of Norn/Charr melees and you’re just a tiny Asura and they’re forming a screen of muscle/fur so you can’t see Kholer at all. In that case, dodge when you see the wall dodge.

Always have a stun breaker too and use it as a last resort when you get pulled in (gotta be quick about it though).

Rollback ride the lightning petition

in Elementalist

Posted by: Leo G.4501

Leo G.4501

Doesn’t work !

here is a video http://youtu.be/RXcYLoLJybQ

Um, you made tat jump. Easily.

What you visually saw though was just a graphical glitch. Lots of times when I load into LA, I’ll enter that section and there is no visible floor and the mystic forge is invisible but it’s still there. Another issue was with the camera. Even on some dungeons, when you use screen-shake skills, the camera will occasionally sink into the ground for a second before returning back to normal.

In that video, a glitch made it look like you fell but in actuality, you ended up right next (probably running into) the mystic forge.

That was merely a glitch mate did you notice it had the underwater weapon still equipped next to the forge ?

Look at the other videos in which I take jumps with and without jump to both small and medium gaps.

sadly even these little jumps are nothing compared to what RTL used to be able to do before all the nerfing !

all they needed to do was fix the landing freeze after RTL and the targetting eveything else about the skill was fine, including vertical axis which it also no longer does.

I just logged in and tried it. Made it just fine. All you have to do is jump before you use the skill.

I won’t dismiss the point that the skill was nerfed and at one point could do longer, straighter leaps, but that is in the past (a couple of months in the past, and considering the live lifetime of the game, that’s a large leap in the game’s history).

Comparing it to other long distance skills doesn’t work either. Portal’s cooldown is what, again?

Change to Magnetic Grasp

in Elementalist

Posted by: Leo G.4501

Leo G.4501

Here’s a video with a collection of tips/info for the new changes etc:

Magnetic Grasp Tips

Those are some pretty nifty tricks

Don’t forget to tip your moas for their help in that demonstration.

Rollback ride the lightning petition

in Elementalist

Posted by: Leo G.4501

Leo G.4501

Doesn’t work !

here is a video http://youtu.be/RXcYLoLJybQ

Um, you made tat jump. Easily.

What you visually saw though was just a graphical glitch. Lots of times when I load into LA, I’ll enter that section and there is no visible floor and the mystic forge is invisible but it’s still there. Another issue was with the camera. Even on some dungeons, when you use screen-shake skills, the camera will occasionally sink into the ground for a second before returning back to normal.

In that video, a glitch made it look like you fell but in actuality, you ended up right next (probably running into) the mystic forge.

New Dungeon Rules

in Fractals, Dungeons & Raids

Posted by: Leo G.4501

Leo G.4501

I’d like to hear about some of your runs with the change in dungeon rules, specifically the runs that felt drastically different from how you used to run.

I just finished a CoE run, path 2 I believe. Make-up was 1 warrior (me), 2 guardians, 1 ranger and 1 engineer. It felt light on the boons so not sure how the guardians were spected. I’m running a hybrid support/DPS Axe/axe/warhorn build with regen banners and 20 in strength/discipline.

The run started pretty bad (on my part) as I got downed on the first ice mobs because I wasn’t paying attention (talking on the phone). First Alpha fight was bad too. 3 of us got dead a little past half-way through his HP and the other 2 (guardian and ranger) finished him off and then rezzed us (ranger’s bear tried its best to get us up).

We started to gel a bit more by the time we got to the golem with the buff turrets but we still had problems, especially when we got to the last fight. There was a near wipe with 3 of us down again (me included…I tend to go down trying to get others up and run out of dodges). We may have been saved thanks to Alpha glitching for around 15 seconds where he didn’t attack. Engi got the ranger up and we started to turn the tide. I was the last to get up only to have 2 of the guys go down in the process.

Got up, dropped a Warbanner, bam, everyone back up! We were careful after that to not let that many go down and destroy the crystals when someone was trapped.

Had we been able to WP-rez, I’m sure the fight would have been pretty easy. But with the new rules that fight turned pretty epic and that was probably the most memorable CoE PUG I’ve ever had.

Thumbs up, A-net. One step closer to making dungeons awesome!