(edited by PainShot.7154)
Don’t touch it! Its evil!
LOL. I have to agree with that xD
This specific part of fractals and the Grawl boss are the ONLY moments when my party know they lose, and when you know that your party never will do that fotm. 100% of my party disband are because this two specific reasons (DC don’t count).
Im not saying that everytime i play this parts i fail. I completed both several times, even in fotm 20+. What im saying its all the other parts can do it with a few tries with ANY competent party. The grawl boss its not the post topic, but…
The arms seals have a weird mecanic. If you fail the first time (4 normal mobs whitout respawn), you automaticaly will do all the other tries with a LOT more dificulty (7+ mobs with at least 2 vets in every arm with perma respawn).
I try to keep it simple. Please devs, put a “full reset” in this fotm stage. If your party kitten this part and all party members die, reset ALL the stage at the start (4 normal mobs).
Right now, if all party members die, the seals (both…) are healed to max HP and, if you broke one, this one will respawn. BUT both will have the perma 7+ mobs…
Its a simple request, if your party fail the “easy way” dont make this fase (noticeably) harder, keep at same dificulty so we can try some few times and do it eventualy.
To note, I have done this fase in the “hard way”, but if the party its not really good and all (5 members, all of them) know what to do, this fase it’s literaly imposible.
I’m not asking you make easier nothing, just please make this fase reset all its mechanics if party die, not just half of them.
If other players agree with me (reset all fase if you fail) post it so we show the devs this is a legitim claim.
PD1: sry for my english >_<
PD2: by the way, great job in the Cliffside final boss fix. Now it’s a enjoyable and fun fight.
Yes, and you need 5 to make infused rings, so we can affirm that ANet want you grind low fotm lvls instead of advancing in top tiers…
What happend in fractals? Now the easy zones are the hardest because the mobs literaly shot twise fast as before. Its just me or somebody else feel the same?
The ice starting fight its one example, the just bodyshot you with arrows, a lot of them…
And the hard vulcano final fight vs worms now are just insane, the boss literaly spam the meteor skill…
(edited by PainShot.7154)
Just one word:
Jajaja.
This game is all about warriors and guardians.
Did some dungeons last night, party of 3 guardians 2 warriors, we just plowed thru everything, did CoF path 1 in under 15 min, path 2 in less than 20. It was glorious.
Agree a lot. You want a dungeon class? warrior or guardian of shouts. You never play bad whit this guys in that builds.
Oh my… just stop cry. Go to FrostGorge Sound, use an XP bost and kill every mob you see. In less than 2 hours you will have the achiev whitout risk.
The dungeon loot update patch. You can get precursors from most large chests (Dungeon Explorable modes, Dragons, possibly World events, Temples, Jumping puzzles) now. Slim, slim chance, but it’s there.
Mmmm, not rly. The dungeons (as any other pve content) always have a chance to drop Precursors. One friend loot the hunter in CoF if i dont remember bad. And other friend (that i hate soo much) got 2 Dusks, one in spider AC drop, and the other in TA worm chest. And that 3 precursors drop before the dungeon patch. The chance always exist.
This achievement is buged, as easy as that. Just do dungeons and hope it count.
Well, almost every suggestion i can post are already wrote. But here is my point of view.
1. Change money reward for materials reward: this is esencial. The gold farm in AC y CoF (just because the relation gold/time) just put a lot of gold inside the game (inflation) with no compensation in quantity of mats that the endgame offer to players. Consecuence: the mats T6, lodestones and ectos (the pilars of the endgame economy) just keep going up in prices. you constantly get up the demand of them via ascended/legendary/new-content, but the ways to get them are always the same (and with really low drop rate i must say). The option of change dungeon tokens for mats (both, T6 and lodestones) are a good choice too (just need to see what cost you put them).
2. Daily reward on every dungeon: The daily system you use in FotM have great potential to implement in all other dungeons. Just have some lack of sense in the implementation. You do FotM 1 for a 15 tokens reward, FM2 for 60 tokens, FM3 for 15, FM4 for 35… FotM must give always 40-60 tokens, and the daily chest must contain another things like ascended/exotic items/runes, or stack of mats T6/lodestones/ectos. If you implement daily in every dungeon, then for shure all people must try to do all dungeons at least one time per day. Changin the rotation from:
AC1 > AC2 > AC3 > CoF1 > CoF2 > FotM10 > TA(up) > repeat after a few hours with another character
to:
AC# > CoF# > FotM10 > TA# > CM# > and so with all other dungeons (with# as the easiest/fastest path).
At least you are half way to poblate the crap (crap=not competitive in comparison with others) dungeons at least for one of their paths.
3. Balance reward/time on all dungeons: take as base the AC/CoF reward/time (60 tokens every half hour with a party who known the path) and put the same r/t on all other paths/dungeons. There is no need to make complex calculations, just say that for example arah take 1,5 whit a known path party (and no problem whit lupi…), then rise the tokens reward to 150-180 (and same for exp/karma/gold). CoE take 45min, then rise tokens/exp/krm/gold x1,5 and so on.
4. Make some “consolation prize” for partys who dont finish the dungeon for xxx reason (bug 60%,hard 10%,lack of time 30% or so): i will explain whit an example. We take a party, go to AC2, reach the final stage (cannons), the dungeon get bug… We play for 20min for absolutly NO reward (several times). You known how anoying is this? i already post this example in another post and you just need to read it to untherstand how frustrating can be (sorry for that angry tread by the way). Back to topic: if you reach the 3/4 stage of the dungeon and your party dont finish it, when the party get out the dungeon, give them some % as a reward for the time spend in it. But you must watch the reward table to avoid make a “hit, leave and repeat” way like the arah path 3. Something like this:
Dungeon with 5 big acts:
Do first act and leave dungeon (1/5): 1/15 [1/(1+2+3+4+5)] of the full reward for finish the dungeon.
Do second act and leave dungeon (2/5): 1/10 [1/(1+2+3+4)] of the full reward for finish the dungeon (6 tokens, 1/10 exp, 1/10 karma, 2.6 silvers)
Do third act and leave dungeon (3/5): 1/6 [1/(1+2+3)] of full reward
Do pre final act (4 in this case) and leave dungeon (4/5): 1/2 of the full reward
This way you avoid reward in great way the spam first bosses and reward partys for their effort. This can be a really good way to open the dungeons to the base mass players, so if they fail for some reason, they dont feel abandoned and like crap and have that litle push to try again to win the full reward.
5. Make alive the story modes: as simple as this. Put tokens rewars for that players who already finish it, so they can help party members to make the story mode as well.
6. Disband all the mandatory pre-event dungeons: There is already hard to coordinate “play times” whit your group of friends, why we need to add more difficulty to this? Not to say that the first dungeons (AC, TA, CM) dont have this limiter and are the most successful (with the exeption of CoF, house of the farmeable berseker armor). At least put event that one party of 5 players can make in less than 10 minutes, and no the “go to hell” pre event of arah where you need 30+ peoples for at least one hour between wait the pre event start and make it. The idea of pre event its good, the implementation make me cry.
6. Drop to half the final boss CoF3 HP: Yup. A hole point to this one. Maybe you think that already have half HP of “base legendary type” but, hey, he is invulnerable 1/2 of the time. And its boring. And its ugly. And etc.
As always say, sorry for my english.
EDIT: totally agree whit Xehanort.4589 comment.
I have the same problem in maw. In 2 jumps (at start, when you take fall dmg; and in the second “change plataform”) me and 2 friends get stuck before the jump, and fall like rocks. Quite weird.
My guess? Is the NPC was being attacked by mobs his group ran past, or the NPC was dead.
This is basicaly the problem. My dungeon party do the dungeon as Shamrocky.5036 explains (clean all trash) but when we read that ANet fix it in this changelog we think “hey, spare ourselves 3 boring minutes”.
Bad idea.
Well, thats the unfixed bug. But also we found a new bug-WayPoint (what a surprise…) in path 2 that send you to outside the dungeon, and you can walkitteneraly over the roof. We dont do nothing special with this, just start the dungeon and the WP was there at some point (we noticed him at final, when the dungeon go broken) and walk some time over the dungeon.
Sry for my english.
As a guild master, i rly want to know the answers to the questions of GabrialDestruir.3915.
The influence of my guild drop from a estable 5-6k per day to 2-3k… we cant even pay the perma karma bost (3000) just because all guild are focus in FotM right now.
Please give fotm influence
we fixed it by all dying
Just the perfect answer. If you lose the hammer, go to chekpoint (all party suicide) and the hammer will reset too. Its not that hard…
Just see the picture. If balance system in WvW is not bug, its just a big piece of crap. It can’t be that last week we win with 100k+ points of difference, and now we play vs this wvw monster (and gate of madness who do the same with us last-last week)…
You really need to think a complement system to balance WvW servers. Reduced door Hp for “win servers” or something.
This way of play “1 week domination, 1 week crap” its just TOO borring…
still broken…
They said it will be fixed in the near future (sometime before the end of the year is my guess).
Hopefully.
Waiting the fix too, please hurry up. I’m getting old >_>
Ten days and more to fix A DOOR! Omg what’s happend to you ANet?…
Same problem here… Sorrow furnance server. Please fix it, i need that siegue
Same problem here, posted about 3 days before.
https://forum-en.gw2archive.eu/forum/support/bugs/Hint-Completion-Achievement-Bug/first#post291468
My english isnt good so this will be fast.
I make all the hints in the game and when i finish them the achievement progress lock in 81/82 (as you can see in the picture).
I guess i do something wrong because nobody post this bug in the forums.
Please fix it as soon as you can : (
Salutes.
EDIT: the lasts hints i do was “Skills y Traits” Group. The lasts 6 hints was: the mesmer hint, all 4 ranger hints and necro hints in that order. I hope its help.
(edited by PainShot.7154)