Showing Posts For RedStar.4218:

3/1 NSP GoM HoD

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Posted by: RedStar.4218

RedStar.4218

I have a question : we found a thief in bay. It’s been more than few hours since we had bay. Did this thief waited that long only to be found quite easily by us and die ? Or is there another explanation ?

Seriously... Can we get a change?

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Posted by: RedStar.4218

RedStar.4218

Anet needs to enable free transfers from overpopulated servers to under populated servers.

Seems people in the upper tiers are crying over queue times while those of us in the lower tiers need more people.

A server can have a high population but a small WvW playerbase…

Issues with the Guild System? Post here!

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Posted by: RedStar.4218

RedStar.4218

Problem with the guild chat.
-I can’t see what other members say in the guild chat
-If I try to send a message it says that I’m not in any guild

I tried to represent another guild but I encountered the same problem.
I also tried to launch an upgrade and it worked.
I can see my name as online in the guild log.
It’s been this way for 3 days.

skipping =/= no skill

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Posted by: RedStar.4218

RedStar.4218

Skipping is a gain of time. That’s the only thing right about it.
Aside from that there are two minor reasons : skipping because after some time you just want to get it over with. And skipping because you can’t kill the enemies, which gives you even more reason to skip because you might end up dead.

Some of the dungeons like Arah have way too much trash and most of them can easily wipe your group.

It’s nothing about skill.

Am I the only one to find this a bit contradictory ?

Party Comp.

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Posted by: RedStar.4218

RedStar.4218

By now we have enough alts for a lot of combinations, except ranger and engineer and my thief only comes in CoF.
And we never take more than 2 guardians.

Warrior: Hammer is useless?

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Posted by: RedStar.4218

RedStar.4218

Switch to GS and let guardians do hammer, it’s what they excel at.

As a guardian myself, I strongly disagree. GS is the superior option there too. Ring of Warding is way too bugged and “perma” retaliation is hard to keep up

Perma retaliation isn’t too hard to keep up, you give protection and create a light combo field which can be useful to cleanse conditions.

2/15 DH vs GoM vs HoD

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Posted by: RedStar.4218

RedStar.4218

What I’m hoping and have been hoping for a few weeks, is for his match up to finally be over…Still having fun in WvW because in the end, I still have something to do except that when a server starts losing less players want to come in WvW and the number gap increases too much.
That and after a month (or more ?) alliances aren’t even that shocking anymore.

2/15 DH vs GoM vs HoD

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Posted by: RedStar.4218

RedStar.4218

I doubt that GoM can win against DH.
They almost always have a zerg on, while the down time on GoM is pretty big. So while GoM can win on the week ends and reach high point levels on week nights, DH can get those points back during any other time.

2/15 DH vs GoM vs HoD

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Posted by: RedStar.4218

RedStar.4218

What’s the point in teaming up against GoM for DH ?

"elitists lvl80 only" attitude lately

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Posted by: RedStar.4218

RedStar.4218

If someone dies while skipping in AC or TA, they’ve got another problem than not being in exotics.

What exactly is an exploit?

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Posted by: RedStar.4218

RedStar.4218

I did mean those drake heads and I had no idea whether or not that little jump was legal. By your definition, the drake heads could be considered part of the dungeon progression. By the same vein, jumping on top of the mountain may have been an intended rock puzzle. There is absolutely no way to find out for sure. If you want to divide legal jumping tricks from illegal ones, you need to define limits that can’t be discussed.

I thought seeing fake/weird/flat textures and encountering invisible walls was a clear enough sign that something was wrong.

Getting Kicked from AC parties

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Posted by: RedStar.4218

RedStar.4218

Put those who kick you on an ignore list to filter them out when trying to level (take them off of it if you want when you are done).

If I invite someone who is a level 35 thief, I’d cringe a little because I’ve been there and know the weaknesses but I won’t kick him…It’s freaking AC/CM… As long of course they are willing to learn (if it’s their first character or are loss) and aren’t rude.

"elitists lvl80 only" attitude lately

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Posted by: RedStar.4218

RedStar.4218

This wasn’t a bad remark, I’m just saying that if you think that everyone should come as a level 80 in AC because it’s like leeching if they don’t, they shouldn’t be the only ones being forced to push for the best time.

When I see a speed run group where no one uses food/oils/potions/stones, it makes me wonder why they aren’t trying to be faster.

"elitists lvl80 only" attitude lately

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Posted by: RedStar.4218

RedStar.4218

For those saying that those who have level 80s should only come with their alt during the final boss, I hope you are also part of the group of players who think that certain classes don’t belong in dungeons.
And that you are using the professions that is the most suited for the dungeon, and that you have the best food buffs and potions/oils/stones. Because I find it pretty stupid to complain about under level 80 characters when you aren’t min/maxing.

"elitists lvl80 only" attitude lately

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Posted by: RedStar.4218

RedStar.4218

So what’s the point in talking about bad players at all? They’ll be bad regardless of level. And even then lvl 80 gives him chanse to survive the mistake.

The only argument all these leacher-defenders are using is that low levels are super-skilled pros and all the lvl 80s are bad braindead people.
This is really ridiculous.

Now this is such a strawman.
If one can’t play correctly on a lvl 80 character with hundred hours of gameplay, he won’t be able to play on a low level character with no traits, skills and experience.

Like you said, bad players will be bad regardless of level and good players will be good regardless of level. Having better equipment will only be a slight push.
Of course, except that there aren’t many players that roll the same profession…Someone who played a necromancer won’t necessarily be good as an elementalist.

Thus what I meant by my “straw man”.
You don’t hundreds of hour of gameplay to have a level 80 character in full exotic. And some players are still awful with hundreds of hour of gameplay.
Someone could have chosen an elementalist as his first character, got carried by his guild through dungeons, only to figure out that his awful as an elementalist and is more comfortable and better when playing a guardian.

What exactly is an exploit?

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Posted by: RedStar.4218

RedStar.4218

Any exploit that’s a “Jumping Puzzle” and doesn’t specifically bug out is legit in my books. As such I consider the mountain jump in CM legit. Skipping the fire in AC is legit. Standing on top of the ruin so Howling King in AC doesn’t hit you is an exploit.

You can fall through textures, be stuck by invisible walls, the whole thing screams that you shouldn’t be there, yet you compare it to something as trivial as the jump in AC ?

[quote=1467328;marnick.4305:][quote=1466673;codpin.6542:]

"elitists lvl80 only" attitude lately

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Posted by: RedStar.4218

RedStar.4218

If a player at level 35 plays good, he’ll be even better on a lvl 80 character. That’s not arguable.

So a player who goes to dungeon on a low-level character is slacking, no matter HOW he plays. Slowing the progress of the party while recieving full rewards = leeching.

Slowing the progress ? You don’t need a level 35 to slow down your team. I’ve encountered enough players, regardless of level, that do that well enough.
Talk about exaggerating…

And if they can’t correctly play their level 80, I’d prefer they come with something they are more comfortable with. Or a class that can bring more helpful utilities. Between a level 80 ranger and a level 45 mesmer, I’d choose the mesmer in CM.

"elitists lvl80 only" attitude lately

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Posted by: RedStar.4218

RedStar.4218

If anyone needs a full level 80 team in exotics for low level dungeons, they are the ones that need to learn to play. No traits are so vital to be needed in those dungeons.

As for those who have level 80 players but are playing with their lower character, let them play as the wish. I do it to learn how to play my character, instead of being at level 80, being bad and not knowing a thing about my new profession.

Speedrun are something else. If you want to do a speedrun you aren’t only bringing your best gear character, you are taking the profession that is the best suited for this dungeon.

Will we ever get real difficulty?

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Posted by: RedStar.4218

RedStar.4218

In what category is Turmaine (CM p2 boss) ?

The problem with this statement is that there are very few fights that this applies to. I never watched videos prior to a fight and never needed more than 1 reset to figure it out.

The fights are simple due to the lack of trinity. Sure, even with trinity you get used to the fights, but GW2 cannot have many of those fights because they have no trinity. Boring, uninteresting fights.

Then I don’t know, you (or your team if you are always with the same team) are gifted. When you see threads upon threads about encounters that don’t seem hard for you, then logic dictates that you are a better player for that encounter.
The trinity brings the problem of communication and relying more on your teammates playing their role correctly (GW2 has that too, but clearly not as much as a trinity based game).

(edited by RedStar.4218)

What exactly is an exploit?

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Posted by: RedStar.4218

RedStar.4218

So all this exploit hunt and all of you that say exploits are bad and ruining the game, please reconsider. I’m not saying that exploits are something good or that everyone should use them, but the fact that the exploits generally do the fights faster not easier its something to think about.

Exploits make the fights easier…at the very least they aren’t making them harder or PuGs wouldn’t use them. That’s the main reason exploits are used : to make things easier. Like in CM p1 when players kill the thief boss by jumping through glitched textures (don’t know if it was fixed).
And sometime exploits aren’t making things faster at all like in SE p1 or AC stairs.

I don’t know about Mossman, it’s been a while since I’ve did the swamp fractal and I rarely do fractals (only at level 7 I think).

What exactly is an exploit?

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Posted by: RedStar.4218

RedStar.4218

I’ve seen people glitching out bosses, but the really questionable stuff was in Arah P2 where the party leader had the group glitch inside the map.

The famous Ship.

I actually thought this was intended. I thought “How nice of Anet to take some time to design this big ship so we can use it to infiltrate the base”, until I saw the glitched textures and thought “Hey CM…”

What’s the stance on taking advantage of the landscape and the fact that NPCs can’t jump or fall down ?
For example in CM p2, Turmaine can easily get stuck on the rocks and then he won’t be able to rush towards you if you are directly in front of him but on the grass. He can still kill you, but his plague form is less harmful. Or the final boss in HotW p1 can easily be kited around the room because he absolutely wants to take the stairs while you can simply jump.

Will we ever get real difficulty?

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Posted by: RedStar.4218

RedStar.4218

If random elements aren’t involved, it’s only a pattern you need to learn. Even the clocktower was a pattern. If you beat it once, you’ll need less tries to do it again and again and it wouldn’t take very long until you could complete it in a row.

Even if you had a trinity it would only be a matter of learning the pattern. The trinity, and more specifically the healer role, makes you rely on someone else, thus making the pattern a little harder to learn with time. In GW2 you can learn the fights with random groups and adapt more easily with another team set up (if you aren’t being carried), but in a game where you have a healer, the healer and the team mates need to learn each others playing style.

But in the end, once you can do it properly, you stop having difficulties with it.

Whatever they bring, it will be intense until you do it right and then you’ll find it trivial. If you played a platform game (Mario, Castlevania, etc) you probably encountered this : you stumble across a level you can’t beat and then, one day, after who knows how many tries you finally win. You try it again a few days later and surprise, you don’t fail as much. Depending on whether or not your team carried you during hard encounters in GW2, whether or not you and your team didn’t receive any tips on what and how to do it, you might have skipped the whole leaning part thus a chunk of the intensity you sought.

let's talk about CoE Path 3

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Posted by: RedStar.4218

RedStar.4218

As strange as it is, jumping also seems to work. But you really can dodge the attacks. It’s easier when your whole team is on TS and you can yell “dodge !” so everyone does it at the right time.
If someone ever dies, the 4 players should save him. Thus why fighting in melee range is even better.

Caudecus's Manor Path 2 is Too Hard!

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Posted by: RedStar.4218

RedStar.4218

I cannot understand those that complain about the barrel part…It’s stupidly easy and yet you find dozens of overly complicated tactics.
Is it so hard to have 1 person aggro to group by dropping his barrel, have the 4 others run and place their barrel correctly and while doing that have the one who dropped his keg pick up a new one and place it correctly ?

But I guess, the keg part is “hard” because some players can’t place a keg in a red circle…

Dungeons favouring ranged combat.

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Posted by: RedStar.4218

RedStar.4218

While melee is usually easy, ranged is usually so utterly boring. It really depends how you define “favor”. If “favor = easier to play” then yeah ranged wins. If “favor = faster runs” then melee usually wins.

Except with PuGs that can’t survive when going melee >.>

Peeps arent taking enough utility utilities.

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Posted by: RedStar.4218

RedStar.4218

When you are playing in dungeons you are supposed to be a team. If you don’t want to take utility skills to help your team, not even weapon skills, because it’s understandable that some players prefer to use certain weapons (although sometime I will mention how useless some weapon choices are compared to alternatives better suited for the situation), then you are basically hindering your teammates.

Caudecus Manor Ridiculous for lvl 45 dungeon?

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Posted by: RedStar.4218

RedStar.4218

I heard players complaining that Queensdale was hard when they were on their level 80…should it be fixed ?

lolwut?

During the first few weeks you could find such gems as “Level scaling is horrible, I don’t understand why a max level character can die in Queensdale, this should be fixed !” or “I don’t want to help my friends level in low level zone because the repair fee is hindering me”

I’m fairly certain some players still find those zones hard. But that’s not the problem. You can find them hard, at first. But you honestly can’t expect that the difficulty is too high.

(edited by RedStar.4218)

Caudecus Manor Ridiculous for lvl 45 dungeon?

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Posted by: RedStar.4218

RedStar.4218

Even level 80 exotic geared teams have trouble in dungeons especially pugs. The problem is, the Q/A they have suck – basically human nature comes into play here. “I can down this content//or this content is easy for me so it should be easy for other players” This type of human nature – the Q/A should be done by random sets of players of all skill levels, and adjusted so every player should be able to finish the content and in GW2, this doesn’t happen and that is what is hurting the game.

Basically, if someone is complaining about any dungeon being too hard – then it needs to be looked at. Since GW2 doesn’t have raids which should be difficult, then the dungeons needs to be done perfectly.

So instead of getting better, players should expect the difficulty to be lowered ? I mean, I heard players complaining that Queensdale was hard when they were on their level 80…should it be fixed ?

For a time we used to 4 man CM with a guardian, warrior, mesmer, necro , not in full exotics and it took us around 30 minutes in p1 and p3.
The difficulty in CM isn’t about having the right gear, or having godly reflexes or even having a perfect knowledge of your profession or perfect teamwork, it’s more or less about being observant and using the tools you are given. Even if you don’t have anything against projectiles (so in a team without a thief, guardian, elementalist and mesmer) you still have access to block, blind, damage mitigation and Line of Sight.

Caudecus Manor Ridiculous for lvl 45 dungeon?

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Posted by: RedStar.4218

RedStar.4218

There has to be an advantage for those pull skills. Sure they bring the enemy closer…but except in PvP I can’t understand why you’d need to pull the enemy closer when in PvE enemies rarely kite.

The only group in CM (and every dungeon) that I’m sure almost was made to be skipped in the big group you encounter in P1 and P3. You don’t even have to use exploits to not aggro them and you are infiltrating a bandit hindeout, it makes sense to try to be unnoticed.
And I have no idea why the very optional boss in p1 is there…the times we fought him we didn’t get any drops and you can come out from upstairs.

Never found the afk spots (maybe in Frost but meh)

Using LoS has to do with not being dumb. Why stand out in the open when you can take cover ?
And you are maximizing your damage : by making all the enemies come at the same place you are making sure your AoE attacks hit everyone.
CM monsters aren’t the brightest bunch, although it’s “nice” to see them run to their friends when they are in danger.

And some things you mentioned I have no idea. You did it solo so you have more knowledge on tricks and what not.

CM is right the way it is : it’s a learning dungeon. You learn that some skills are extremely useful depending on the situation and that if you aren’t careful about your surroundings you can end up dead, like players dying when Bridgette has retaliation.

Caudecus Manor Ridiculous for lvl 45 dungeon?

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Posted by: RedStar.4218

RedStar.4218

Am I the only who finds state of the dungeons bit sad when it’s more about exploiting stupid AI than using your own skill correctly?
Splitting groups with pulling, standing on funny spots, skipping, using terrain when kiting, abusing line-of-sight, hitting through walls, watching them just suiciding against reflects., watching them stand there eating all damage…
Above is pretty much only reason I can solo stuff.

I don’t really find that exploiting. Skills that pull are at least of use instead of pulling by using a normal skill, smart positioning is what they wanted and using the right skills is what this dungeon was made for.

Although I don’t get what you mean by “standing on funny spots” and “using terrain when kiting”. And I can only think of 2 minor situations where you can kill monsters through walls.

CoF path2 - really hard

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Posted by: RedStar.4218

RedStar.4218

The old way was a little more interesting if you fought, now it seems way too long and boring.

Feb 8th GoM vs DH vs HoD

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Posted by: RedStar.4218

RedStar.4218

12 hours ago HoD attacked DH in EB : got 2 towers and attacked keep. But they stopped when GoM started to invade their land.

Concept of doing dungeons

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Posted by: RedStar.4218

RedStar.4218

You can find recipes in dungeons that require dungeons tokens to craft. One of them was worth more than 100g at a time and now it fell around 50g because new sellers drove the price down.

CoF path2 - really hard

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Posted by: RedStar.4218

RedStar.4218

Did this with a warrior, a guardian that never did this and not in exotics, a mesmer, a ranger and a elementalist. No one was downed even once.

The only thing this event requires is calling and killing the assassins.

WP changes and Subject Alpha

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Posted by: RedStar.4218

RedStar.4218

And that’s also why you fight him at melee range : when 1 player is downed, the 4 others rez him.

Solo Dungeon option - end forced grouping

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Posted by: RedStar.4218

RedStar.4218

Really bad example. Scaling or not, those still are group events; while some of them can be soloed (not Orr temples though), it usually takes a skilled player to do so. If you need an example how those things are done, look into personal story instances. Solo mode STORY dungeons could work along those lines.
I have no doubt Anet could deal with it well enough.

Anything involving a champion is considered a group event. While some champions can more or less easily be killed by a single player, some cannot be done by most players.
And what are dungeons full of ? Silver, Champions and Elites.
You aren’t only killing Champions in personal instances because they have less health and less damage, their attacks are worse.

I don’t want to talk about imaginary dungeon paths, so let’s take a nice example : CoF SM. Let’s see how realistically a majority of the player base can solo the weapon boss, or the effigy. “With some modifications it might work”, but that’s the thing, the whole dungeon would need more than health and damage scaling to accommodate for a single player.

Solo Dungeon option - end forced grouping

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Posted by: RedStar.4218

RedStar.4218

Having a ‘solo mode’ detracts nothing from ‘team mode’. If you like running in teams why would you even care? Understand software much? Anything can get reprogrammed.

So basically because I won’t use it I don’t have the right to give my opinion on it ?

It’s extremely obvious how trying to include a solo mode dungeon will fail, even if Anet wastes times and resources to try to make it good.
You see those group events DE, like let’s say Grenth ? It scales accordingly with players, right ? Yet you can’t solo it.
Try to do every group event, with correct leveling scaling (so scrap any low level events) and see how that turns out, because that’s what you get with simple scaling.
You don’t have any second chance with solo mode. If you get downed, you are dead.

Solo mode won’t need a simple reprogramming, it would need a new design.

Solo Dungeon option - end forced grouping

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Posted by: RedStar.4218

RedStar.4218

I fail to see why obviously gifted players would even care if the content were made more accessible to <insert less popular/effective profession(s) here> and game play challenged players – unless of course they somehow expect to NOT steamroll through content outfitted with the best DPS professions and gear. (face palm)

This isn’t a discussion about “Warriors and Guardians are OP and Necromancers are the worst choice you could do”. Or about make dungeons easier.
It’s about whether or not solo dungeon mode would be a good idea. And it wouldn’t. It would kill every bit of fun (even if for some people there isn’t any fun) because the dungeons we have can’t be scaled down to cater to the majority of the playerbase.

It’s not a question of toning things down, it would need a massive overhaul. When you are down, who is there to revive you ? Who is there to take some damage for you ? To attack while you kite/cc ?
If they add NPCs, they would have to make them so powerful that they wouldn’t even need your help…

Poor dungeon design is hurting GW2 in my view

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Posted by: RedStar.4218

RedStar.4218

Of course you’ll have an easier time to find groups for easier dungeons. However it is true that Arah isn’t really rewarding…no higher chances to get rare or exotics, and the T6 mat you get in it (putrid essence) is worthless.

Solo Dungeon option - end forced grouping

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Posted by: RedStar.4218

RedStar.4218

Remember how players complained about NPC’s AI in GW1 ? Do you honestly think the situation would be any better in GW2 ?

Caudecus Manor Ridiculous for lvl 45 dungeon?

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Posted by: RedStar.4218

RedStar.4218

If I’m not mistaken, the snipers are locked in place, so you could have pulled the mobs. Either the big pack, or one by one if you had a thief or necromancer.

Poor dungeon design is hurting GW2 in my view

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Posted by: RedStar.4218

RedStar.4218

Arah is may be the “last” dungeon, but it is only for a few players the “end game” dungeon. Only a few players are forced to go to Arah for their legendary. The others can do Ascalon or Honor of the Waves etc. etc. It is incomparable easier to do that dungeons than Arah.
That is poor desing.

That’s almost exactly how Anet planed it : each dungeon can be considered end game. They didn’t want the playerbase to only be into a single dungeon but they wanted to spread players around. And so far, it’s going well : if you want a group for nearly any dungeon, you won’t have too much difficulty finding one (the capability of the group is another story).

Suggestion: revert dungeon changes.

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Posted by: RedStar.4218

RedStar.4218

Inexperienced players are generally more willing to learn and they don’t have bad habits.

Bad experienced players are generally not willing to learn how to do it the correct way because they deem themselves “experienced” and they have bad habits.

Poor dungeon design is hurting GW2 in my view

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Posted by: RedStar.4218

RedStar.4218

http://wiki.guildwars2.com/images/6/6f/Caudecus%27s_Manor_basement_map.png

-Come from the left side
-Hug the wall to grab kegs
-Start not too close from the mob
-Player 1 drops his keg (the mob will run for this one) and runs to pick another one
-The other 4 players run to put down their keg and the last player meets them there.
Boom.

To correctly place your keg, it’s your character that needs to in the red circle.

Your right. But thats precisely my issue with dungeons. They are not difficult, once you know how to use the mechanics properly. So at first you hate them because something is rediculously hard because you were doing it the hard way, then they are rediculously easy because you know the best possible way to do it. Thats not challenge. It promotes grinding. Its not stable content that you can play repeatedly for any other reason.

You don’t need to grind something to see where the difficulty lies and what you can do to make things easier.

Solo Dungeon option - end forced grouping

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RedStar.4218

I’d like to be able to solo EM too.

It’s crazy that some people are saying “Dungeons are about teamwork and sociability”.
Dungeons right now are about DPS, and that’s it. Most parties don’t /say anything at all besides “skip!!!”. And I do prefer experienced players, but a lot of times I feel like I’m playing with bots.

Except that not everyone can pull full glass cannon and get away with it. So until they learn to be better players, they need to rely on something else than full DPS.
Unless of course you consider CoF p1 as the best example…the path where there isn’t a single thing needed except full DPS : no conditions, no enemies boons, no projectiles, barely any need to dodge…the only thing aside from DPS that helps is poison and that’s it.

Caudecus Manor Ridiculous for lvl 45 dungeon?

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Posted by: RedStar.4218

RedStar.4218

Low level dungeons tend to teach players. The lesson is CM is to think about being sneakier and use smart positioning instead of rushing head first over and over gain.

Line of Sight is taught in this one, so is pulling enemies in corners so your aoe can hit them. So is using reflects and what not to reduce incoming damage.
So is using the environment to skip some enemies (I don’t mean exploiting, nor do I mean running straight in the pack and then running with potential deaths).

Solo Dungeon option - end forced grouping

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Posted by: RedStar.4218

RedStar.4218

None of us are working at Anet, but for the purpose of this thread : how do you imagine a dungeon scaled for 1 player ? And don’t take an imaginary dungeon, take one that exists, from AC path 1 to Arah path 4.

CoF 3 Last Boss Unbearable and Boring

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Posted by: RedStar.4218

RedStar.4218

Just doing this path right now, been stuck on the boss for 30+ minutes just due to the lava getting knocked onto and not being able to revive. This is the only dungeon path i am against the no waypoint if in combat. The title says it all, he goes invun and you can do anything except dodge which is stupid, why should a boss go invun to get the chance to 1 hit one of your team members if not 2. I think if the invun was taking off it would make it a lot easier.
I do give credit to ANet for being one of the first MMOs to make lava actually hurt you but in this case it ruins the level.

p1 about 7 minutes, p2 about 15 mins, p3 so far taken us 40 minutes and havent defeated boss.

Hes stronger than zhaitan

Position yourself so if you ever can’t knockback because you couldn’t dodge, you land on the ground or near it.

And nearly every dungeon boss is stronger than Zhaitan.

Why aren't cheaters being banned?

in Fractals, Dungeons & Raids

Posted by: RedStar.4218

RedStar.4218

Punishing exploiters is a grey topic because a lot of players like myself are peer pressured to exploit.

I love to do CoE but a majority of my groups, including my guild, forces me to do the “180 exploit” run where we do all 3 paths in 1.

I would be very upset if I was banned for it but I do not want to leave my groups.

“I didn’t want to but they forced me” is kind of a weak excuse :p. I did a lot of exploits, but only once. After seeing them I wouldn’t even bother to do those dungeons with a PuG, thus why I’m not setting foot in CM p1 with a PuG.
And thankfully my guild isn’t too fond of using exploits. Skipping and sometime finding weakness with the AI (like their pathway) yes, doing blatant exploits is a no.

you've got to be kidding me, right?

in Fractals, Dungeons & Raids

Posted by: RedStar.4218

RedStar.4218

7 silvers is a lot. It was his first time so it’s not too bad, but generally 7 silvers is a lot.

Anyway, if by this week end you want to do something, I’ll pm you if I have the time to play and I’ll force my guildies to come with me (we aren’t mean).