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Crucible of Eternity Story - shaking screen

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yeah, it was my attempt at doing some more cinematic stuff. Bob’s advice will help you avoid becoming nauseated!

Infinite tryagain : good or bad ?

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This is a particular problem in dungeons, but not as great as you might think. We allow you the option to change your tactics, try new things, learn new skills, and work through things to your hearts content. I personally like that philosophy.
That being said, you can spend a lot of coin to learn lessons (in the form of repairs), but that is all on you.

One Token to rule them all...

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I guess part of the problem is that the developers can give themselves any item they want, so they don’t seem to understand how annoying it is for players to be forced to play the same content over and over again when we could be doing multiple (different) dungeons instead, in the limited time we have to play.

Not that I like to call people out as wrong, but that is incorrect. We actually have fail-safes in place to keep developers honest. Fairness was preserved even with HoM rewards – designers who did not earn HoM rewards from GW1 do not get the HoM rewards in GW2. I myself earned all mine, and I would be upset (rightly) if someone who didn’t even bother to earn them, got them for free. I invested a lot of time getting my 30+ points.

We do not have any special dev items, tools, or powers that invalidate or imbalance the game. We play it like everyone else, so we know the experience we are making you play, and we can better adapt what we do.

Stupid problem

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Currently there is no way to sell back stuff that you buy from an NPC. We’re looking into alternatives, but there are much higher priorities on our list right now. Sorry mate.

CoE Golems - Heat Vision?

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So, I sat down and wrote about 3-4 paragraphs as to why the golems are behaving the way they are. It has less to do with some heat vision sci-fi tech, and more about the mental state of the poor golems simply looking for hugs and friends.

In the end I decided not to post it. It was much too depressing. Suffice to say though, it’s your fault they explode because you are avoiding their hugs and adoration. You monster.

Getting DR?

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This is not the DR system.

You must have run the same path twice in the same ‘day’ – you get a first-time path of 60 tokens, and if you run the same path before the daily reset (based on a 0:00 GMT), then you will get 20 for running it a second time.

What's up with Giganticus Lupicus aggro?

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Monster encyclopedia does sound pretty cool. I’ll bring it up with the writing team to see what they think about it. I’m sure there was already a discussion about it, but it doesn’t hurt to flail my arms about things.

Edit: unless, in the event of me flailing my arms, I accidentally slap someone.

What's up with Giganticus Lupicus aggro?

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He just really really really likes you. He wants a hug!

4 hours of Arah EM and no shards....

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We’ve talked about saving progress in dungeons, and it’s currently on a list of things for our tech-priests to look into. There’s no code to support it right now, but it is something we’re exploring the possibilities of.

I say /should/ in my post because they are assumptions. Our current plan is to roll out new loot stuff for dungeons next path, and I assume it will get done since I’m pretty vocal about it, and I know the people working on it, and trust them to have it done and tested in time.
And I assume players will like better loot drops with token potential on bosses. We’ll evaluate the system with some play tests and see how we feel,and of course your feedback here on the forums will help us in fixing/adjusting things as well.

Question..If I bought the wrong weapon with my Dungeon tokens...

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Sorry – currently there is no system in place for an accidental buy.

I’ll add that on my list of things to flail my arms and yell about to our programmers though

One Token to rule them all...

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Any plans for more medium skins in future? those big coats are vile

I can’t speak for art, but if you wanna see an epic sweet big coat for LIGHT armor, the GW1 HoM light armor reward is pretty big and coat-y.

4 hours of Arah EM and no shards....

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Hey there, thought I’d come weigh in on this.

First, sorry you’ve had such a rough time with Arah. It’s a long and tough cookie to crack, but it can be done. RoRo has good advice: step back and reassess the situation. Define a leader. Build a strategy, and execute.

Now, you brought up a great concept for the DR system rewarding unique boss deaths. While I certainly don’t like to jump the gun on making claims, our next patch SHOULD include a newly developed reward system for people who couldn’t make it to the end that should alleviate a bit of this “walking away with nothing” feeling you have.
Personally, I love that my content kills players and challenges them. I feel pretty kitteny though when my content beats someone into the ground and takes their lunch money. I at least want you to walk away with something more than a repair bill and some random blues, and folks here are working on that very thing.
That being said, our next patch SHOULD contain some revamped loot drops from bosses that have the chance of giving small token rewards (among other things), which should help alleviate that.

One Token to rule them all...

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One token to rule them all.
Any character to find them.
One vendor to bring them all,
And in the forge bind them.

The main problem we see with a universal token system, is that players will find the easiest dungeons they can do within the DR system’s influence range, and just do them over and over.
It would be like if people could use all their CoF tokens from the speed/exploit clears, and buy up Arah Dragon armor. Were that the case, the armor itself would have no real value behind it. When you look at a player and you see a full suit of dragon armor, you know that they did a certain thing to get that armor. With a universal token system, you lose that sense of knowledge of what another player has gone through to get what they have.

Dungeons Difficulty ninja nerfed?

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we’ve been making individual nerfs/buffs to specific things, but we haven’t done a global dungeon stat nerf/buff if that is what you are wondering. It’s mostly specific moments that we are looking into and adjusting.

People are just getting better at them. The more you complete the better you get at learning the mechanics. It doesn’t hurt that you also find new gear!

About the Graveling Burrows in Ascalon Catacombs...

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No they are not working as intended. They are a big point of contention to me, and are high o the list of things to fix. We’re working on a solution to them as we speak, so hopefully soon that and other general gadget problems will be fixed.

COF Magg Bomb Part Intended?

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I hope to see more about that secret room you have

Why, whatever SECRET room are you talking about? There are no SECRET rooms. SECRET.

:3

Dungeon Token Refresh Rate

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It’s dependent on your time zone. It’s not 5pm for everyone, just west coasters. We chose to have the day reset for everyone at the same time, instead of at, say, midnight for each independent time zone.

I was told it was 0:00 GMT.

Dungeon chest runes Soulbound.

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Thanks for the headsup on this. I’ll be sure to let our items folks know about the rune being soul bound. That seems odd to me!

The amount of health of Inquest Grenadiers is too high

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hmmm!

Gonna look into this one.

Dungeon Patch Discussion 10/1

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To the people claiming the Searing effigy encounter is made so much easier, please read the first page post I made about exactly what those changes were. I reduced the crystal toughness a bit, added a red ring/strike/effect to one of his attacks, and didn’t change of his numbers. He’s not any easier than he was before – people are just getting better at the encounter. I can always toughen him up though! lol

Dungeon Token Refresh Rate

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it’s different depending on the time zone your in. On the west coast (pacific) it’s 5pm.

COF Magg Bomb Part Intended?

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I was trying something new when I built that event, and it just doesn’t seem to be as fun as I was hoping it would have been.
I’d have rebuilt it already, but I’m still working on my side project: A device that injects 3-4 more hours into a standard earth day.

Instant Death Abilities

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my contribution:

Kudu from the CoE story mode dungeon.

Oops, spoiler alert! lol

Dungeon Token Refresh Rate

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When the day ticks over to the next day, and your daily achievements reset.

COF Magg Bomb Part Intended?

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This encounter is on a list of mine to rebuild. Initial changes to it were meant to slow down the speed runs being done on it while increasing the difficulty a bit since the rest of that path is a bit of a cake-walk.

Gravelings 10/7

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No, there weren’t any changes to their numbers to my knowledge. Gave two playthroughs last night with my ranger (detha/Hodgins) and didn’t notice any difference.

Not zoning in same instance?

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We’re aware of this issue. Great workaround – I’ve heard of workarounds involving logging off and logging back in after the party is formed, but before the instance is made is also supposed to help.

A terribly long guide to Subject Alpha

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A+ 5/5 would read it again.

Great writeup about Alpha.

Pets in Dungeons - Who needs enemies with pets like these?

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Nerva, change your trait. We have a system in place that allows you to swap out traits with no punishment and little inconvenience. In the open world it’s a much more feasible thing to keep 1 pet out for a long time and rack up a stack of bonuses, but dungeons encourage you to change your tactics up and adjust to new and different challenges.

From my experience, not all traits are useful in all situations and areas. Finding the right ones that work well in respected areas is key to adaptation.

Pets in Dungeons - Who needs enemies with pets like these?

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My main is a ranger (my fav class), and being that I designed dungeons, I know full well the frustration with having pets in dungeons.
I have spoken with the systems team at length about this problem, and we are looking into ways to enhance pet functionality in dungeons. I’ll express my main tactic now for the sake of starting dialogue about how best to uyse pets in dungeons right now:

pet 1 – Hyena (Sir Chompers). His f2 makes him summon another hyena, and he’s got a knockdown. Canines are pretty good in general, and sometimes I will switch out the Hyena for the wolf that causes fear with it’s f2 howl, or for a more supporty wolf like the fern wolf.
Pet 2: situational Devourer(Captain Snips). They’re pretty kitten tough and can take a few hits before going down. They can buy you the crucial 5-10 seconds to res a friend and get them back into the fight.

1. Never count on your pet to help you kill anything.Utilize their CC abilities to try and synergize them with your own, and sacrifice them to save a player.
2. Search and Rescue: This utility skill is amazing in dungeons. It doesn’t res your pet, but if your pet does go down, they will still help another player out.
3. Lick wounds: If your pet dies in a fight, and you go down, try not to get back up until you can hit your 3 skill. This will kick res your pet, and allow you to get back up without having to swap pets.
4. Swap pets constantly. If your swap is available, use it. It’s a 20 second cooldown, but swapping your pets in and out constantly brings different skills into play that aren’t in cooldown.

that’s just a few tips to how I utilize my pet in dungeons.

Dungeon too easy? solo-able!

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I’m interested in seeing this as well

Intended amount of tokens for a second run of the same path

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Hey robert, you know what really sucks? When you do dungeon runs and as soon as the boss dies you get vote kicked.

yeah, that does suck. A lot. We’re working on solutions to that problem beyond just relying on people reporting those griefers.

Intended amount of tokens for a second run of the same path

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All paths are worth 20 tokens.

Each unique path has a daily bonus of 40 tokens, for a total of 60- tokens the first time through on a given day. This resets at normal daily reset time.

LFG possible improvements

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@Robert Hrouda: I have found, through many years of experimentation, that better/faster results are achieved by flailing ones arms about while holding either bladed objects or confectionaries.

…….!!!!

LFG possible improvements

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We’re very aware our LFG system is lacking, an it’s high on our list of things to rework. We have some other very pressing issues to handle first, but as someone who built/runs dungeons, and often PUG them, I dislike our current obscure and non-informative system, and re-building it is high on my list of things-to-flail-my-arms-about-to-talented-people-who-can-do-something-about-it, so that they do something about it.

CoE - Alpha being idle

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We are pretty sure this has to do with the black globs that try to come and heal him.

yup!

3 hours for nothing - Partyleader left

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We’re currently looking into solutions for this and another nasty case: Party leader leaving the party and ejecting folks from the dungeon, forcing them to restart.

One of the solutions we’re investigating to the problem you posted though, is for the instance ownership to transition to the new “party leader” so that instead of everyone getting the boot, there is a player in the party who becomes the new owner and the group can continue on.
I’m sure I’m making it sound easier than it really is, but that is one of the solutions we are investigating. There’s a lot of tech magic way beyond my pay-grade that needs to happen, but we are working on a solution to this issue.

CoE - Alpha being idle

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thanks for the info. I started hearing reports about this after the patch, and I’m going to be looking into this.

What is this room?

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It is a finished jumping puzzle that just doesn’t have a chest. We have plans for it, but you can play with it right now if you want.

Channel your inner Indy on that one.

CoE nerfed, Why?

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The explorable mode difficulty wasn’t touched to my knowledge. It was only story mode, and to nerf a couple guys who would apply 20-second vulnerability/bleed stacks, and a guy who was using Garen’s spin-to-win which was just devastating players. There were boss changes too, but I detail things in the post.

The patch notes were just a bit over-reaching. I’m going to talk to someone about that.

Dungeon Patch Discussion 10/1

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Tuning and token rewards still need to be looked at because they still don’t feel like they are in the right place.

We agree and are constantly working on improvements to the system. Next week’s patch will have some more updates to our reward system that we just couldn’t get reliably tested this time around. The DR system improvements should help a lot, but we’ll have some more good stuff happening next week.

Dungeon Completion tracker

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We’re currently working on a way to make the paths you have accomplished more visible without further cluttering up the achievement page.

AC explore Burrows

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We’re aware of this problem, and it affects more than just the burrows. There are certain gadgets where if you stand still and melee attack them, you miss or get the obstructed pop-up. However if you continue to move around while attacking, you hit it. This is most apparent during “hundred blades” type skills that require your player to stand still.

We’re aware of it though, and trying to fix it.

Awesome ambient room in CoF ; not used at all?

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Soon…

But yeah, that room is awesome. I have plans for it, but ran out of time to put what I wanted in it.

Dungeon Patch Discussion 10/1

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I’ll talk with the powers that be in making things a bit clear about the DR system. As it stands we are not going to release official numbers on it, due to it being an anti-exploit system.
However I agree that there needs to be some unified information about it. I’ll talk to folks around here to see if we can’t make a sticky thread here in the dungeon forum describing it a bit.

Why CoE and CoF were made easier?

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https://forum-en.gw2archive.eu/forum/game/dungeons/Dungeon-Patch-Discussion-10-1/first#post324068

I detail these things in the discussion thread. There wasn’t really any significant nerfing going on, at least not as much as the patch notes would have you believe.

RIP Searing Effigy

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https://forum-en.gw2archive.eu/forum/game/dungeons/Dungeon-Patch-Discussion-10-1/first#post324068

I detailed exactly what I did to this boss. He really wasn’t nerfed significantly, and in fact I buffed one of his skills and made it work properly.

CoE nerfed, Why?

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https://forum-en.gw2archive.eu/forum/game/dungeons/Dungeon-Patch-Discussion-10-1/first#post324068

I explain things a bit. The entire dungeon wasn’t nerfed, and explorable mode wasn’t really touched. Only a couple units and bosses.

Dungeon Patch Discussion 9/25

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Great post Ryokoalways. Very informative.

Just as a note, the DR system is account based, not character based. Also, I am now going to lock this thread to transtion conversation about the patch to the new thread: https://forum-en.gw2archive.eu/forum/game/dungeons/Dungeon-Patch-Discussion-10-1/first#post324068

Thank you all for your information, it is greatly appreciated.

Dungeon Patch Discussion 10/1

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Hey folks, I thought I’d start this thread out with a bit of explanation, mainly regarding the rather nebulous statements made about CoF and CoE.

CoF:
1. Fixed exploits that allowing players to speed clear paths of this dungeon.
2. Reduced difficulty of the Searing Effigy.

1. Naturally another fix to Magg’s chain so you can’t walk through the door. I also made it so you can’t attack the crystal until after the event has started for you to destroy it.
2. I reduced the toughness of the crystals to make them easier to kill. IO reduced them from a .75 modifier to a .5
I also looked at his PBAOE flame burst attack. There was no warning for it, and no effect tied to it, so I put a red ring on the ground to warn players, reduced it’s attack radius to 600 from 900, and gave it a big purple fire effect. I also made it apply a strike now, instead of just light you on fire. So if anything this was a bit of a buff.
None of his core numbers were changed.

CoE:
1. Reduced the difficulty of creatures and bosses, particularly health and armor.
1. I reduced kudu’s health, reduced kudu’s golems health, and reduced the Giant’s health. You fight three bosses in a row, and that was a bit arduous for a lot of player.
2.Inquest Insurgents: Nerfed them pretty hard across the board. Lowered their damage, and adjusted their death blossom skill in how it applies the conditions to you, as well as it’s cooldown. That guy was just too brutal for story mode.
3. Inquest Magnetizer (how do they work?!): I gave his tornado a charge-up and a red ring so you could avoid it. I also lowered it’s damage and stun capabilities since it would randomly one-shot people.

There were other minor changes I don’t think are as important, but those above are ones I feel were significant enough to note.

The DR system – I’ll be monitoring the forums today to see the reaction to it. Our tests prove it to be working correctly, but it has in the past as well, and that has shaken confidence. If you see odd behavior with it, please say something.