Showing Posts For MeateaW.3519:
If I have the time I try to do CoF P1 twice in a row; it is quick enough; and even my average (but cofp1 experienced) group of 4 + whatever random we pickup can do it twice in ~25 minutes.
sigh
I like a lot of the above,
I would add/change:
1) Make the effigy not despawn (its not a “thing” just because the slave driver left doesn’t mean the effigy will run away in fear)
2) Bridge boss needs a door. 100%.
3) omg yes; perfect solution. Maybe to keep the difficulty up you could even lower the mobs down, but add a 2 or 3 stage mini-boss that is invuln while the acolytes are there?
4) not sure you can solve this like that, my Mesmer doesn’t go in when they boulders are off, but he teleports down the end after running past the first 2 boulders.
Solution I just thought of; would be a door, that requires a kit to get to the other side (to protect you from the .. err heat of the boulders?). Kit removes portal, maybe make it more of a team-effort maybe a skill on the kit can spawn a field that slows time for the boulders? dunno, feels kind of annoying the boulders.
5) agreed.
6) need more reason to kill the crystals. My group isn’t what I’d call “great” or even well specced (I still havent got full exotics [guardian] and our warrior hasnt been running level 80 gear – we are both saving tokens
, but we just DPS him and ignore the crystals 100%. (maybe damage him if you destroy a crystal near him?) Honestly; since we just DPS him I’m not even sure what the direct relationship is between his heals and the crystal.
I just watched that video; I barely saw any concentrated attacks on those 4 guys, and if they got even remotely damaged they backed off A LOT and were constantly dropping cond removal and heals on each other – was that zerg of 30 players? (didn’t look like it).
No way in hell that was a culling issue – how did they have perfect vision of the zerg if there was culling problems?
Biggest problem with that I would say would have been that green smoke – which appeared to be a weird map bug. Would have hidden their exact location from the zerg mob.
Why hasnt someone that thinks AoE is too damaging posted in this thread?
MANY people have posted about disabling Waypoints in Dungeons during combat both for and against. Yet not one person has posted in this or any other anti-nerf-AoE thread??? SOMEONE must be out there reading these threads!
-Everyone will know that saving people is the priority. You come up with a game plan before you even engage the boss so you know what to do for special situations.
-Before, dead weight costed the party time. With the change, they may cause more time.
Actually, what I forsee, is instead of attempting to res someone that is down, the easiest thing to do will be to get everyone out of the fight and reset it.
Why risk 4 more deaths when it would be easier to just reset the boss and try again – this time yelling extra at the 5th wheel that fell over.
You see; this fix doesn’t make people better at groups. It just makes groups worse at encounters. The groups are already bad, you are trying to push string up-hill by making bad groups worse at the encounters.
The end result of this change will be less people running that content. Unless they make it drastically easier – which will anger the “good” players that can already do this content.
Me? I would prefer it easier, my group of regulars isn’t good enough for many of the dungeons. But I am categorically not asking it to be made easier because I can at least do some of it with my group right now, and I understand that there are those that exist that think it is already too easy.
This is a tough problem. Removing combat-waypointing isn’t the solution.
I have tried to write this post about 7 times now, Lets give it another try, gonna go KISS this time.
The solution and the problem don’t align.
Death Zerging isn’t the problem.
Respawning in the middle of a fight isn’t a problem.
A fight that is easier with naked people running in circles. That’s the problem.
Make the fight require something other than running in a circle naked. (Maybe this means making it easier).
A simple method though: those riflemen in CM seem pretty kitten good at making my party move only when necessary. (a little /too/ well when in big numbers though!)
But, can I now make a comment on what has been said above.
If you can legitimately complete any/all of these encounters without any waypoint respawns, you guys are going to be bored out of your BRAINS after they change them to make it a more realistic prospect for those that currently do need the occasional waypoint.
My god.
Can’t read every page. (got to page 2 and gave up!).
My 2c:
First up (Where I am coming from): I did complete MKCT, but it took me 3hours+ actually “get” it. I did fail several times due to my Australian ping and lag with respect to the lightning-smashed window. (after that I did it several times on my main and on 3 other characters really easily) I really liked MKCT after I finished it, I really felt like I achieved something, AND the loot at the end (I felt as a level 30) was a piece of armor to really aspire to be able to wear! (now I am 80 I do wear my boots!)
Second: This puzzle was good, but I 100% understand where many others are coming from. I also know the solution! Anet are 90% of the way there (I personally think they were thinking of this as a solution, but ran out of time to implement).
Third: I was a little disappointed by the reward. The unique level 80 exotic boots from MKCT (while they may not have had the best stats) were really appropriate I felt as a low-level character I liked having the item to look forward to! I was a little disappointed (but due to the easier puzzle understanding) of the lesser reward.
This will solve the waiting time, the difficulty problem AND my loot sadness!
Solution: 3 difficulties (like others have said). This is how you do it:
The 3 paths are assigned to each difficulty, chosen in the communal area via 3 teleports to the start-platforms.
The Easy [Lets call it ‘Left’] path has VERY little or no health drain.
The snowflakes are permanent, or on VERY long timer. (see after difficulty regarding how to solve the having to wait to restart problem)
The Medium [lets call it ‘middle’] path has perhaps 50% of the current health drain (meant to be easier than current puzzle, but not super easy). Snowflakes on a very similar or slightly longer delay than current.
The Hard [lets call it ‘right’] path has the current health drain. (it really is quite unforgiving currently). Snowflakes should last less time than they do currently. (I never got hit by snowflake slowness except during a poorly timed first load-in)
Now, the above sets a baseline to solve the difficulty issues. Check one.
[All difficulties] The snowflakes should reappear after they disappear. Allowing someone that fails, to be teleported back to the start of the puzzle and retry as soon as the snowflakes are available.
[Medium/Hard] Heal everyone waiting for the snowflakes to re-appear. Easy doesn’t need this if they don’t have health drain.
[All difficulties] The exploding present-steps should explode on a rotation, and reappear. (I personally imagine the pattern to be somewhat like Frogger, presents explode and re-appear in a pattern like cars and logs in Frogger). This allows the exploding presents to be a challenge regardless of how long you spend doing the puzzle (easy moders), and also means the exploding presents don’t need to “reset”, allowing for the instant restart to work.
[Hard difficulty] Exploding presents have an area effect. You have to avoid the step right next to an exploding present in addition to knowing not to stand on it.
Final section: I have no comment, I felt it was appropriate.
Rewards: based on the path you took. (hard with maybe unique armor piece[s]!)
Easy [Achievement] Medium [Achievement+gifts] hard [Achievement+gifts+title?]
or just add 3 achievements, have small gifts on easy, medium on medium, giant on hard.
Solves difficulty [check] (3 timing-related varied paths)
Solves between attempt wait-times [check] (constant rotation)
Solves loot sadness [check] (due to difficulty, special loot won’t be too easy to obtain).
Constant rotation should alleviate some of the crowding issues my idea may re-introduce.
shrug hope this feedback is useful to someone.
big
115mb so far and 0%
…If ArenaNet really are interested in growing their customer base outside America and Europe, then they need to start including GMT/UTC times for events.
Agreed.
Im in Australia. I don’t know what CET time is (well I do now from this thread, GMT +1 is what it is) I don’t know what PST is (google says is GMT -8)
See what I am getting at?
AEST (australian eastern time) is GMT + 10
When we are on dst, we are GMT + 11
I never ever ever write my timezones in CST + 9
or PST +19
All timezones have a known reference point to GMT. By all means, “help” your primary regions by providing a timezone THEY know (PST / CET), but for everyone else that doesn’t slot nicely into your timezone knowledge, GMT would be great.