The safety net for this incident broke, and it will be fixed this next patch. If a boss can’t attack you back due to terrain issues, he/she/it will go invulnerable and reset like before.
This is indeed considered a terrain exploit and will be fixed in the next patch.
Players will be able to reconnect to fractals and rejoin their group after being disconnected once the new content patch comes out. That should resolve the problem players are having with this issue.
As we’ve stated in other threads, and on our community blog, this issue is going to be fixed in the next content patch.
If you watch the gameplay closely, he’s swapping utilities and weapons frequently, and to serve different purposes. He has a knowledge of the bosses and event mechanics, and mitigates what risk he can through smart play and knowledge. His dodges and blocks are well timed, and rarely are they unnecessary when he uses them. He knows which attacks he can soak, and which attacks he needs to avoid.
Best music in a gameplay video ever.
That being said, good job again on another feat. I’d not thought it was possible to do the Hodgins library event solo, but good job in finding a way. Although to be honest, as the designer of that content, I did a facepalm when I saw your thread title.
yeah, that’s an issue we’re aware of that is going to get solved in the next patch. Thanks for the report though!
Fix is coming in the next content patch, and not implemented yet.
Hey folks,
What was happening here was that some of the mobs were respawning in the dark forest area, and they were dropping loot. This meant that the spawns could be farmed continually in an instance, which is something that poses some danger.
We have the tech to turn off their loot without having to patch. Our next content patch will fix the issue with them respawning, and they will have their loot turned back on then once they can no longer be exploited by farmers.
Locking this thread since there are a few others revolving around it, and the question was answered. Thanks Morpurgo.
Just for the record, standing in a place where you can hurt the boss but the boss can’t hurt you back / can’t fight back is considered an exploit, and we are working on a solution for that problem. As is exploiting terrain like teleporting through walls/closed doors, and getting under/above the map to skip content and get to a place where you can take advantage of bugs or events not requiring previous completion in the order of events (skipping directly to Giganticus lupicus from the start of the arah explore chain for instance).
These are things we patch and fix as we discover them and figure out solutions for. As I have said before, if you see something say something by emailing this alias: Exploits@arena.net
Thanks for letting us know.. I was going to build an off-hand Night sigil weapon for adding some damage when ranging, but I see it will be useless in FotM.
Oh hey, this thread.
UPDATE: I added day for day fractals, and night for night fractals. The time will not change when you are in a fractal, but certain fractals will be day time or night time.
EDIT
This will happen in the January Content Patch.
(edited by Robert Hrouda.1327)
It’s one of those human things to do something with the path of least resistance and danger, especially when there is a reward at the end. I could make enemies never drop their aggro on players and force them to fight every single mob, but I don’t see that as a viable solution right now.
I think the better solution is to look at why people are skipping things, and approach from a different angle. Trash mobs have too much HP, and can’t be counted on for lucrative drops from a Risk/Time vs Reward, so people interested in making money (most groups) aren’t incentivized to do it, whereas the end chest/boss are more guaranteed and accountable returns on time and risk. I also think there is something to be said about interesting trash mob mechanics making them more enjoyable of a fight.
I can’t make the rewards from trash mobs so lucrative though that people just farm the first couple trash mobs/boss in a dungeon and then rinse/repeat. We encountered this when people just farmed the first boss in an instance and then restarted it (earlier around launch time), and we had to adjust the content as a result. It’s a fine line you have to walk to encourage players to get to the end, but make the process of getting there rewarding enough as well.
I don’t imagine this next update will resolve all the skipping behavior. The path of least resistance is engrained in people, and even if I do everything I could to incentivize people, there will still be those who skip stuff. I have been fixing exploits that will require players to complete more of the events in dungeons, but I am sure people will still skip what they can to get to their end goal.
For now I would encourage those not looking to skip to find some folks who don’t like skipping and make a guild with them… or maybe look for guilds that are dedicated to not skipping, and tag along with them. I’m in a couple of them (anonymously), and it really is an effective solution to playing the game the way you want to play it: Find other people with similar interests and band together with them.
so there was a small patch yesterday, did this do live with that minor fixes or do you mean we will see it in the big January patch?
Big January patch should be the time you’ll see it.
This issue was resolved, and I haven’t heard further reports about it.
For the bug I’m talking about see:Arah path 4 broken.
So any chances of a (quick)fix for this problem coming along the spark fix in the next patch?
I did find a scripting issue where if Randall died, resurrected, or was interacted with on his way to the bloodstone he could be broken. I fixed that and a bunch of other scripting issues involving events with the explorable dragon dungeon on all paths. I’m hoping that will resolve a lot of the issues players have been having when events break and don’t start throughout the dungeon.
As a general rule, if you see an exploit, please email our special exploit inbox so we can be made aware of it if we aren’t already. Just use Exploits@Arena.Net to report issues. Give a quick description and include a screenshot, and we will try to do something about it ASAP.
It is frustrating, but you can help ease that by reporting.
locking. Duplicate post.
I don’t believe spark aggro behavior is all that needs to be fixed, though. Often multiple sparks appear in one circle and not all the circles that are occupied have sparks in them — this confuses groups where not everyone is aware which spots have been taken. And I don’t think this was intended.
I’m looking into this as well.
In my experience running dungeons with low level characters, it’s less about damage numbers and more about knowledge and utility of the character. At level 30 you have fewer unlocked traits, fewer utility skills (potentially), and you don’t have the experience of build tweaking/optimization that you get with a level 80 character whose been around the block a few times.
Gear is a factor, but I’m always an advocate of utility over brute force.
The fractals currently are in a day cycle, although I see the potential to change it so that the times get properly reflected. If I manage to find time for it, I’ll try to get a fix in for it.
As for explaining which are which for dungeons, I’ll leave that to the community to do.
thanks rob, i think i’ll try it in the next days
it is not in yet. I was just updating this to let everyone know I have looked into it and done a modification. The next time there is a content patch you should see the changes.
Hey folks, here’s an update on the situation that you will soon see in an upcoming content patch:
I made it so that the sparks will better follow players. They will try to get closer to the player before using their skill, and their skill recharges faster, so they will spend less time standing around after using a skill. I also made them prefer player targets so that they won’t just attack a minion/pet/npc if a player is nearby.
While her healing is a factor, I felt the main problem was the spark behavior. The changes I described above make them better follow the player, which is in line with the mechanic of the fight.
I’ll be keeping an eye on it though.
Different dungeons have different set times that do not progress with the normal day/night cycle. So they will always be a specific time no matter what.
Some are day, and some are night.
I will look into the jellyfish as well. good catch!
Also, great pun :P
Fixed.
UPDATE:
In the original post I updated the things I looked into and adjusted or didn’t adjust.
I will look into the jellyfish as well. good catch!
Aye, I’ll make judgement calls on them when I look into them.
I’ll look into Jade Maw targeting and Alpha targeting.
The sure-fire method is the one you describe, and the one put into practice on Honor of the Waves explorable paths. It is a two-part fix though – to block the area off that is prone to exploit, and then fix the events so they don’t trigger when not intended.
We’re working on this issue in all our dungeons.
Hey folks, I can’t seem to find the thread, but there was one that asked about necro reanimator trait, and lupicus using his grub skill on them. This behavior effected Necro minions, Mesmer clones, Ranger pets, and even the follower NPC.
I’ve now modified the skill so that it will only target players from now on as a priority before looking at minions/pets/turrets/NPCs.
I’d like to ask that if anyone finds a monster/boss whose mechanics unfairly target pets and minions, to please post about it here in this thread, and I will try to look into them to see what can be done.
EDIT:
This work has not been patched into the game yet.
MORE EDITS:
Jade Maw: I’m leaving the beam as it is for the moment on the jade maw. There’s arguments for both sides, but there is also intentional gameplay in using pets/turrets/minions that I’d rather rather not nuke, that I think is actually pretty clever.
Subject Alpha: His ice attack AOE will primarily target players, and NPCs shouldn’t get the rings either, which means you shouldn’t see the ice attack even happen on clones/pets/minions/npc.
Fractal Jelly: Now will only try to eat players if they are around.
CoE Bjarrl the Rampager: Rush attack will now only target players.
Arrah Dwayna Sparks: Will try to attack the closest player. They might default from time to time to attacking pets, but the behavior should be greatly tightened up.
(edited by Robert Hrouda.1327)
your party leader likely attempted to disband the party to kick everyone out for some reason. When this happens, we also kick the party leader out to keep him from exploiting others.
Could you please detail what was going on before that moment when it seemed to break?
Each ring is unique. Anything with the “unique” description on it means that you can only equip one of those things on a character.
The Red Ring of Death is the offensive infusion version of a ring. There is another one with the same stats but with a defensive infusion that you can equip with the Red Ring of Death since it is a different ring.
https://forum-en.gw2archive.eu/forum/game/dungeons/DC-in-fractals-no-way-to-get-back-in/page/6
About halfway down I post that this is still an issue. We have had, and continue to have dedicated programmers on this issue. We are working on it.
It’s been our policy not to mention exploit fixes/farm kills in patch notes. I’ll discuss more visibility with the people in charge of our patch notes in regard to those actions with dungeons.
We’re aware of the Aldus bug with the veteran mobs, and to my knowledge that is not intended.
Our QA group was able to do this, but I have received many reports about her healing while stealthed being way too high. I’ll ask our QA to give it another pass with different characters/builds to see how they fare.
Thanks for reporting those issues. Detha’s problem is certainly involved with the oozes and her scripting, and I will go in again to to try and tighten that up a bit. I’m considering just making it so that the gate won’t open until the oozes are dead because it sounds like problems are caused when trying to skip that mob.
I’ll look into Hodgin’s script for when he dies after beating the HK. So you killed him, and I take it he died before he started the cinematic? What specific actions (if you recall) happened? Was he just in combat with the Breeders when you killed HK, and he never did what he was supposed to?
Every time I hear about Spy Kits and Portal Guns, I cringe.
We’re aware of this bug and I’ve personally already seen to its fix. He was/is indeed attacking with a 240-280 degree arch from his front, so for the time being you will have to get directly behind him to avoid being hit by the screech. This will be fixed!
If we ever develop an intentional jump puzzle workaround, we’ll certainly leave it in. That being said, we didn’t develop any jumping puzzle style workarounds for Arah, so the use of such tactics aren’t supported or intended.
We appreciate the reports though. It can take a little time to get the ball moving on certain exploits/map problems, but we do try to handle them as quickly as possible.
Path 3 torch event is pretty rough, even for our QA and people know how to do it. I have plans to soften it’s edges a bit (read: nerf), because I honestly can’t get a group to run the darn thing. It can often take long enough to do the first event that you could have done a whole other path if you are in a PuG.
My current plan is to drop it down to 3 torches, so two players who choose tanky/support roles won’t be so punished by the content, and then adjusting the way the spawns behave to provide more of a challenge. (Plans subject to change based on testing feedback)
@alucard
I don’t imagine you will get in trouble. I actually appreciate your thoughtful and constructive criticism.
yet what’s this i see, Arah path 3 has new mobs spawning that were not mentioned in the patch notes, yet no increased rewards from the path itself.
.
I did add 4 veterans to path 3 at the start. Having to kill 4 veteran mobs isn’t such an endeavor as to give more rewards for doing it. Considering also the difference between say the Seer path and the Forgotten path, it’s still easier and faster while rewarding the same amount.
There is currently no way to get a refund for accidental token purchases, sorry.
Has anyone else done Path 1 to HoTW?
Nothing was even wrong with this path…
The only things we did in HoTW is close off map exploit possibilities in this recent patch. We didn’t touch any of the bosses to my knowledge.
CoF path 1 is now impossible to complete. First off the stupid boss has 9,000,000,000 health to begin with. Took 20 minutes flat out to kill him.
We didn’t touch that boss in the last patch, and I beat him with a PuG this morning. It is not impossible. It can certainly take lots of time if you don’t kill the crystals he summons though.
I’m honestly very confused about how this can still be a fix-in-progress situation. Your team evidently found time to create an event from start to (presumably) finish, and in over a month they still haven’t figured out how to modify this dungeon to use the same system which others use?
That was actually a separate team that did our Wintersday content. Our team’s programmers are working on the DC issue. A majority of the fixes that went into this patch are content design related (things I can do), and require no programmer time. We have dedicated programmers working hard on the problem.
I believe after implies that the non ascended rings will indeed drop on scale 24, and that they will not drop on further scales past 24.
“Ascended Rings and Fractal Weapon Skin drop rates now increase appropriately with player scale.”
Can someone help me by explaining what this mean? Scale as in the character’s level. Scale as in the scale of FotM we’re doing.
You’re more bound to find those things based on the player’s fractal level.
we really need the dc issue, fragmentation issue, and the overflow issue fixed in the near future.
I was hoping for more Arah bug fixes
We’re working very hard on all of these things. It’s a very complex issue, and I can promise you we making progress on all the things you mentioned.