So, I’ve been playing GW2 since its 3 day pre-release and this has bothered me for a long time. Why does my dodge roll break so frequently? I will try to dodge something and my dodge roll will cancel it self and I’ll not move anywhere and end up getting hit by whatever I was trying to dodge, yet my endurance drains so the game is acknowledging that I did indeed press dodge, it just cancels itself.
Considering that this is a cornerstone in combat mechanics for Guild War 2, I’d say it’s pretty kittening important that it consistently works and doesn’t bug so frequently. So why is such an important part of combat bugging and why the kitten hasn’t it been fixed?
It’s because AC and CM gear was originally level 60 and 70 exotics, so they were cheaper. They changed them to be level 80 exotics so they would be a viable option at 80 instead of leaving AC and CM as completely dead dungeons, but they left the token prices the same.
I like CoE. I don’t like that Subject Alpha is the boss for every single path, and recurs multiple times in every single path. When I was going for dungeon master, I did all 3 paths back to back for CoE, and by the end I thought I would never go back into CoE because I was bored with Alpha and the destroyer fight is just god awful. CoE is good in small doses for me, subject alpha just gets boring when hes everywhere.
Arah is okay, Giganticus is the best boss fight in the game, although I think he could use from fine-tuning (getting hit when he spams red circle goopy stuff and you’re not in the circles, etc.) Alot of the fights just don’t match up to it though, Dwaynas mechanics are just terrible, the final boss in path 4 is as boring as all the bosses that its made up of.
Also, I know its beating a dead horse at this point but, for Arah, the loot in comparison with the amount of time and effort just doesn’t match. At least CoE has charged cores/lodestones and a few mobs that potentially drop destroyer and corrupted materials. Arah doesn’t have squat.
I want dungeon paths 5 6 and 7 for Crucible of Eternity and I want the boss for 5 6 and 7 to be more Subject Alpha
Also maybe 5 6 and 7 for AC can be 3 more spin offs of just a bigger graveling.
Whether or not you actually get 1-shotted is irrelevant to why I posted. Think we can all agree it does a ton of damage.
why should we do the same night after night just because we want to look like an undead or something?
…because you want to look like an undead or something and that’s what the dungeon provides.
And i personally do not agree with allowing us to see other peoples gear. I dont care about how anyone else plays but me. And that is all that should matter to EVERYONE. Dont worry about others. Worry about yourself.
Disagree with this entirely. You’re posting in the dungeon forum. Guild Wars 2 dungeons are supposed to emphasize team play and coordination. It should matter to you what class and spec you bring into a dungeon.
Think it’s been made pretty clear that 5 glass cannon berserker gear dps usually ends pretty badly in dungeons 9 times out of 10.
Everyone should be contributing to the party success and so you should care about who is in your group, and they should care what you’re contributing to the group.
A big point of contention from people who want higher difficulty and more dynamic dungeon encounters is that there isn’t enough of this. I somewhat agree with this sentiment.
I think dungeons shouldn’t be just grab 5 people, who cares what their spec is or what their class is, and just autoattack our way to victory.
Now this I disagree with. The posters saying the leap has a very obvious animation have a point. It does have a clear animation, if you don’t pay attention to the most dangerous mobs in the entire dungeon then the fault lies with you.
One shot kill mechanics aren’t bad when they can be spotted and avoided if you pay attention to them.
As I said, my problem with scavengers lies with the fact that their full leap/pin animations go through even when their leap is blocked/dodged/whatever. As I said in a previous post, I think it should work like Colossus Rumblus’ leap. It makes sense, it punishes players that don’t pay attention and forces them to adhere to mechanics, and doesn’t create dead zones in the boss/mob area that in my opinion, shouldn’t be there unless the scavenger actually has someone pinned.
Chewing on air shouldn’t be knocking people down, the leap and only the leap should.
(edited by Negativity.5801)
A lame reward in comparison with what? What were raids and dungeons in other MMOs giving if not weapons and armor as their main reward?
Highly doubt GW is ever going to see mounts. Maybe Dungeons should have rare mini-pets or endless transformation tonics for that specific dungeon (as a rare loot drop off mobs to promote people actually killing trash mobs perhaps?)
But only if those transformation tonics actually work in combat. God I miss that about WoW, was such a small cosmetic change just for fun, but I liked it alot just as an option to goof off with.
(edited by Negativity.5801)
You can buy gear with the tokens. If you don’t actually want it yourself you can either
A. Buy rare armor pieces and salvage them for possible ectos + w/e crafting mats
B. Buy rares/exotics and throw them in the forge and the result you actually can sell on the TP
Meters are always gonna bring both positive and negative connotations. Like most people who favor it though, I’d want it to gauge my own damage output.
Melee weapons. Just make sure you’re moving around while autoattacking and you’ll be able to hit the burrow, or use AOEs.
I pugged SE path 1 like 2 days ago without bugging it. It’s not that bad. We would let a patrol pass, run to the boss, kill him before the adds got out of hand, ran back to a safe spot, kill the adds we had currently. Rinse repeat until you’re past the endless waves.
Granted the path is probably really annoying without some good dps and at least 1 good support.
Maybe they should just make the CM armor less ugly
DR should just be removed. 60 for first of day, 20 after that. This 20 minute thing is dumb. I don’t understand this anti-farming basis for it.
If they’re not exploiting anything then there is no reason to penalize them for running the dungeon quickly.
The guy isnt whining about the ability itself wich is fine.
Whats wrong is that even after Scavanger miss you he still attacks air, wich means anyone that will happen be in melee range (can happen even if you stay at his back) got still knockdown + dmg wich is kinda ridiculous.
Either mob should stop his attack animation after not hitting any target, or it should only dmg if I get to his front (Just dmg without knockdown, coz thats for what is leap itself )We all can live with that but its still kittender :P
This
I don’t care that the leap is easy to spot, I know what stunbreakers are, and if anyone saying this is a whiny post had read my op, you’d know that I’m fine with the leap and stun.
As I said, it’s the fact that the pin knockdown animation still goes through after you dodge when they’re sitting there chewing on the air.
I honestly think the leap for scavengers should behave like Colossus Rumblus’ leap where he charges up, then leaps at you and if the leap connects he pins you and starts eating you or w/e it is he does that does additional damage. But if his leap doesn’t connect, he doesn’t sit there eating air and knocking down anything within a 5 mile radius. I think that makes more sense and that’s the way scavengers should work.
(edited by Negativity.5801)
I don’t need tips on how to run AC.
It doesn’t make any sense to me that they continue their pin/knockdown even after they’ve missed their leap creating dead zones in a pull. I was only using the scepter room as an example where the dead zones they create can be particularly irritating. Dodging the leap isn’t what bothers me, it’s the fact that their animations still go through even after you dodge the leap. They chew on air and somehow this still knocks you down, leap is hardly even a factor at that point. It doesn’t make any sense.
So this has bothered me for a long time, I don’t understand why Scavengers in AC work the way they do. It’s understandable that they have the long windup and then leap at you and the leap knocks you down and pins you. This makes sense.
What doesn’t make sense to me, is even if you dodge or block the leap, their whole pin animation STILL goes through, and if you get anywhere in melee range of them, it still knocks you down after the initial leap, keeps you pinned, while doing insane amounts of damage. This doesn’t make any sense, and quite frankly, is really stupid. It basically becomes a dead zone in any pull involving them because you can no longer get near that area while they’re doing the pin animation. This also becomes incredibly annoying in path 1 picking up scepter fragments where you have to wait for them to finish their whole animation before picking up the scepter if they’re near it.
TL;DR Why does the whole leap/pin animation still go through if you avoid the initial leap?
Haven’t seen this mentioned anywhere. Tears respawn, so if you want to, you can keep picking up the orbs at the entrance to Dwayna, and just stock pile them some of them where you want to hold the boss for the fight. This way whoever is assigned to tears never has to go looking for them.
Lackluster PVE content devoid of any sort of challenge or skill requirement- FIX PLS
Posted by: Negativity.5801
There is no really hard to get loot. Hours of grinding and farming isn’t a challenge, it just takes time.
I’m actually on the fence on this. While I like that skins are generally pretty easily obtainable which means I can customize my characters to look the way I want them to without affecting stats, I also miss some of the prestigious stuff you could get from accomplishing difficult challenges like in WoW (mounts for meta achievements, heroic gear having different looks if only a different color, titles) and before anyone says anything, I’m not saying bring mounts in GW2. I’m just using it as an example of unique rewards.
Hell, I’m even surprised there isn’t any cool meta achievement for completing all the mini-dungeons and jumping puzzles. I think it’s some of the more unique and interesting content in the game, I just wish the rewards for it were also unique.
I’d say just make the sparks melee so they follow more consistently. Other than that the fight is fine.
Lackluster PVE content devoid of any sort of challenge or skill requirement- FIX PLS
Posted by: Negativity.5801
now what I think is that u’re trying to crack/beat the game too much. Sure there are synergies. Sure u can force roles in the party… but seriously… do most of us want to see advertisements in LA like “looking for 1 tank 1 healer 2 dps” ? Pleeeease… This game is about freedom – if we want to get with 5 em… ‘tanks’ into that dungeon and still manage to complete it – our choice -it’ll get longer to complete but where do u see a poor play in this? I really… REALLY don’t want to be reduced to a single viable build for my class and this is what u’re getting to. I’ll have to respec my trait points at a trainer each and every time I’ll switch from doing WvW to Dungeon runs. Even more – at some point ppl will start asking me to link my gear to them before I get an invite- they’ll require specific builds cuz otherwise “I’m not usefull enough” if I don’t put the points like I’m expected to. What I think u’re too fixated on the “trinity”. You seem to want to force ppl into various roles you deem right for completing that particular dungeon.
Even if Anet introduced more challenging and difficult content, there still wouldn’t be only one viable build. Classes are pretty flexible in this game. What it would do is trim many of the particularly awful builds that don’t make any sense. Your fear on that account is unfounded.
Also, your entire basis for complaining is something Bob addressed which is that Anet’s current dungeon design doesn’t entail anyone to strive to become better. Many players become complacent with their “below average” builds. Like I said in an earlier post, I think the current dungeons shouldn’t be done away with, but I think there should be more of the difficult fights like Giganticus. This way people like yourself who want to cling to their build no matter what anyone says about it can do so and still clear content, yet others who want more difficult content can work towards clearing it to gain the prestige and sense of accomplishment for overcoming difficult obstacles.
There’s nothing wrong with raising the bar and giving players something to strive for in terms of skill. At this point in time, that bar really isn’t even there.
In worst case scenario we’ll have to respec for dungeon depending on the path we choose – are those your intentions? Cuz this is where this is heading. Most ppl will switch to ranged like they did in the beginning of PvE in here where barelly no1 knew the way to aproach dungeons. Instead of imporivng state of pve we’ll have more ppl switching to farming in the open zones. You want a challenge? Complete CoE without meleeing the boss? U want a challenge? Fight off your way through infinite waves of grenadiers in SE while u fight the boss as well – seriously – there’s lot of challenge in Guild Wars really, just most ppl just find a roundaway solution that helps them complete easier/faster.
People doing things like ranged approaches to new content is part of progression, it’s a learning experience. It’s testing the water and getting a feel for the content and see what does what. I love that kind of experience where you learn about the boss and get better at it through trial and error. It’s gratifying to be able to master difficult content.
Also, saying more people are gonna farm open world zones is hardly any kind of scary, unheard of notion. There’s always big karma farming zergs in Cursed Shore, there used to be tons of people who would sit around farming certain areas for crafting materials before the prices inevitably dropped.
Why are so many ppl confusing dungeon difficulty with fun? I don’t want to get through a hectic experience just to complete a path. I don’t want to be forced to use any other tool for comunication than the game itself already. I don’t want to be forced to wear “set A” with “build B” to bring out 120% efficiency out of my character cuz otherwise I’ll be unable to complete a dungeon.
Believe it or not, not everyone holds your opinion that difficulty doesn’t equal fun. Some people enjoy a challenge, and that’s been the basis of this thread, and many other threads on the forums.
Lackluster PVE content devoid of any sort of challenge or skill requirement- FIX PLS
Posted by: Negativity.5801
This game, like it or not, is still optimally played with a traditional trinity setup, which I really have no problem with at all. What I do have a problem with is the fact that the vast majority of encounters (read: anything your average pug doesn’t cry about) have been simplified and dumbed down to the point that 5 people of doubious intelligence can enter with terrible builds that offer no synergy to each other and succeed with little to no need for collaboration or communication.
The skill mechanics of this game are extremely well thought out. Together with the oft ignored combo system, it offers great potential for synergy and creative collaboration between a wide variety of classes and specs. Unfortunately, the game shoots itself in the foot by making combat and encounters so easy that players no longer need to balance damage output, survivability, and utility or perfect their play. Accomplishments lose their luster if there is no true challenge, and this game offers no challenge because it fails to punish players for poor play.
Agreed.
I think encounters should be more difficult and varied, but I think the current encounters do serve a purpose. Sure there are “roll your head on the keyboard” easy encounters, but those let your average player do the content. It’s just a good business model and it’s a trend across many (in my opinion far too many) games to dumb down the content and make it easier and more doable by a larger demographic.
I don’t think all of these encounters should be done away with, but I think Anet needs to strike a balance between challenging content and more casual content. I think something like Hard Modes would be a step in the right direction. I’ve seen some talk about the “endless” gauntlet style dungeons where you get better loot the more you progress, I think this is a great idea but I would still like to see some challenging and interesting boss fights too. I would discuss ideas for incentives on doing hard modes but that’s a whole other topic. Of course the problem is, there really isn’t much in the way of challenging content (and even the current “challenging” things are pretty easy once you get a grip on them)
Am I the only one who actually has more money after I leave a dungeon? It’s not as fast as Orr farming but it feels faster because unlike Orr I’m not bored outofmy mind.
I make almost all my money off dungeons.
I try to run daily:
AC all paths
CoF paths 1 and 2 (I’d like to do 3 more often but people seem to avoid path 3 like the plague so getting a group for it is difficult)
HotW path 1
I occasionally run:
TA all paths
Arah paths 2 or 3
HotW paths 2 and 3 (Though I do hate underwater combat so it’s not very often)
I will probably never do these paths again:
Arah paths 1 and 4 (Dwayna can go die in a hole)
SE path 3
CoE path 3 (Destroyer fight is the worst designed fight in the entire game, imo)
I don’t know if I’m a majority or minority. It’s not a gold sink for me, I hardly ever die, I like to think I’m pretty good at carrying full dps groups because I am strong like ox.
I enjoy dungeons, but if there were no tokens I probably wouldn’t do it everyday. Maybe occasionally, but not everyday. I don’t actually need tokens on the toon I end up running dungeons on. It’s just something to kill time with. Don’t get me wrong, I think dungeons could be a lot better than they are, but I still enjoy dungeon crawling.
Actually the fact that Dungeon runs are more of a grind and not something you do for the fun of it is a glaring negative point.
Tell me those guys that are LFG all the time actually like to do the same thing over and over again? No, the drive is the gear, and sometimes it take longer than expected. Items should be account bound, so multiple characters can share the same item of the specific stats, if you want something else, then of course you have to re-run.
I am one of those guys that are LFG all the time and like doing the dungeon.
I did it like 3-4 days ago. What worked for us was we got the npc into the encounter, then got her killed immediately, then did the boss normally.
Lackluster PVE content devoid of any sort of challenge or skill requirement- FIX PLS
Posted by: Negativity.5801
There are two main problems that are universal to GW2 dungeon encounters. First: the mechanic that allows players to run back to the encounter after death. Second: no soft or hard enrage timers allow players to disregard dps maximization and autoattack their way to victory. The combination of these two poorly thought out mechanics is extremely frustrating to players who would actually like to differentiate themselves from the crowd and creates a systemic problem that encourages terrible players to gear power/toughness/vit, do terrible dps, and be rewarded for it with success.
I don’t agree that players being able to run back to the fight after dying is a problem as much as it is just a preference about how the dungeon should work. While I agree with you and think it really diminishes a challenging fight, at the same time I think it would make a drastic change to the way everyone has to play the game. This also goes to your complaint about people who don’t maximize dps, if there were dungeon lockouts for encounters, players would be encouraged NOT to go maximum dps since this leaves little to no room for mistakes and since there are no healers (I mean purely designated 100% healers like in WoW) players would require more self-sustainability through utility and proper spec. This doesn’t mean players couldn’t go full dps, but it would make it much more difficult than it is since if you die, you can’t come back to the fight (or at least not without your party members taking a lot of time to res you) So it follows that I disagree with enrage timers.
5 glass cannon group compositions is not the way to go, in my opinion.
I’m not attacking anyone, I just don’t want anyone who reads these posts to think it was an error that came from ignorance of when dailies reset. I’m equally confused by this because like you and as I said earlier, it’s been weeks since I’ve even heard any issues about this.
I didn’t know about any speed clear thing where you can get reduced tokens but I don’t think anyone in my party had the issue since when I said something about it, no one else said anything. I think I was the only one, and even if they did and didn’t say anything about it, I have no idea how it would even be possible, it was path 2, there’s not really much in the way of skippable content anymore. Hell, we still had to suicide run Magg’s kaboomium event (though most groups just do this by default anyway, I’ve only ever had 1 group capable of actually killing all the mobs) so I know the dps wasn’t anything outstanding.
Giganticus requires some know-how. Subject Alpha is Don’t Stand in the Fire! or in Guild Wars 2’s case, red circles.
No, I ran AC as well and got full credit. My dailies reset at 8pm for me. I know the time, and my path 1 CoF gave 60 tokens, yet then I ran path 2 right after and only got 45. It definitely bugged. I know what time the dailies reset, my timing isn’t off.
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At least now he has minions and little dragon tentacles that fight back. He used to not fight back at all. God-tier bossfight status achieved
What my group did to clear it was assign one person to each spark in the room, than just have everyone pull their spark to the statue and just run around it clockwise while grouped up, just make common sense adjustments where its needed.
Even when we decided to do this method, it still took us like 30 minutes, grand total we spent like 1.5 to 2 hours on Dwayna. Honestly I think this entire fights mechanics could be fixed if they just made the sparks melee so they follow a little more consistently. Also ranger pets make that fight hell, leave the pets dead.
I’ve run through it all and picked up Dungeon Master for the heck of it. There’s a lot of criticism in this thread so I guess I’ll add my two cents.
•One of the unique core mechanics of this game, dodging, is buggy. Far too often do I see my roll cancel halfway through the animation (yet still drains my endurance) and I get hit by whatever I was trying to dodge. Dodging is the most effective damage mitigation in every situation and to have it bug out on me (which is literally the difference between life and death in some cases) is unacceptable.
•The vast majority of bosses are terribly boring and one-sided. There are a number of bosses which I think are terrible and should never have seen the light of day (The Destroyer in Crucible of Eternity…really?) and then there are bosses that I think are somewhat acceptable but needed more to the fight to make it at least somewhat interesting. An example of this would be the final boss of Citadel of Flame path 3. His mechanics are quickly defined in the fight even to those who are new to it, they make sense and require reaction and movement. However, he has 62 billion hp, and only ever follows those same mechanics, I think he would be better served if he had maybe one or two additional phases or something to change up the pace. (I’m just spitballing ideas here, point in case is the mechanics are okay, but really I think he either needs less hp, or additional phases) Those are just two examples, there are more but you get the point.
•Many trash mobs are more difficult than 99% of the bosses in the game.
•Way too much rehashing going on. Aren’t dungeons supposed to be a unique experience? Why does path 1, 2, and 3 of Crucible of Eternity have the same recurring boss? Why is Giganticus in almost every Arah path? Why are so many bosses just bigger versions of the mobs you can find anywhere else in open world PvE?
•Differentiating what’s challenging and fun, and what’s simply tedious. While I personally don’t think Effigy in Path 1 Citadel of Flame should’ve been nerfed, I can understand why people hated that fight. The same can be said of Dwayna in Arah path 4. The mechanics are very simple, but the boss that just constantly regens back to full hp to make you re-do the same simple mechanics over and over again for an extended period of time.
•Poor incentive for some paths of Explorable mode. Some paths take much, much longer and are much more challenging than others, yet the rewards are the exact same as in every other path (and dungeon for that matter). Sorrow’s Embrace path 3 and Arah path 4 are perfect examples of this. Honestly you could run path 1 of Sorrow’s embrace 3 times for 20 tokens each and it would probably be faster than running path 3 once.
•And while I’m throwing out criticisms, don’t do underwater combat if you can’t implement it well. I hate attacking mobs underwater in HotW paths 2 or 3 and having them leash (go invulnerable and regenerate all their health while keeping me in combat so I don’t regenerate at all) or having the boss above or below me, he uses an ability, I press v to dodge, and it makes me dodge towards them instead of way. But maybe here I’m just biased, I hate underwater combat with an uholy passion, I think it makes almost every class much less effective and makes every single fight take much, much longer than it would if it were on land.
I’m sure there are some other things I would’ve said if I remembered to say them, so I think that’s it for now. I think this is just a pretty vague oversimplification of my criticisms of dungeons. I might have to get around to either finding threads for each dungeon to criticize specific aspects of it at length.
So I’d heard about people getting diminished tokens back in September/Early October, while I never experienced it myself, I was in group with people who were having it happen to them where they would get say 45 tokens instead of 60 for the first run of the day.
So for the first time it happened to me today, I honestly hadn’t given it any thought since I hadn’t heard about it happening for a while. I thought this had been fixed, what gives?