Not really a fan of this idea, just pointing out:
So 2 trolls become immortal?
Two trolls are already OP, but currently just on the kicker-side, rather than the kickee side.
This would just balance the field.
Boy, they’re “looking into” a lot of issues aren’t they?
I’m sure it’s just taking so long because they’re being careful and meticulous…right?
right?
RIGHT?
sigh
I still can’t believe that lifestealing maw is an exploit. There are way worse things than that that Anet seems perfectly ok with.
Not a bad idea. If we all start LFGs and just kick/relist everytime someone joins….then maybe, just maybe, they’ll continue to do absolutely nothing about it xD
But hey, might be worth a shot if you’ve got nothing better to do.
What’s going on:
A moderator moved a message you posted to the forum ‘Dungeons’ with the reason:
The thread “Warriors proven to be OP” was removed from the forum due to “not leading to any constructive conversation”. All posts responding to it have been removed with it. Threads which violate the Forum Code of Conduct will be removed from the Guild Wars 2 Forums
It’s confirmation that this forum is their secondary trashcan. :x
Apparently Linksville is actually a step below Dungeons. I didn’t think that was possible!
I don’t even….what….how…
Nice work! But I’m very confused now. Can you dodge his lightning ball?
I’ll take things that aren’t bugs for 500 Alex.
Just wanted to point out that I still get a good chuckle every time I see this post. GJ
I would personally enjoy this as an audiobook read by Samuel L Jackson.
Every other word said would be “kitten”, Morgan Freeman better narrator
I dunno, that still sounds pretty awesome.
I saw you were also complaining that the LA event was too hard and should be nerfed. Please understand that endgame content, even if you’re scaled up to 80, will be extremely difficult when you’re not even leveled. You don’t have all of your skills unlocked, only have a fraction of your traits, and your gear is not going to scale up to the same as an 80 exotic/ascended set, etc etc etc.
Endgame content is for people who have put hundreds of hours into the game, put together high-level gear sets, and know their professions inside and out. People who not only have all skills and traits available, but know when to swap them around to tailor them for a specific encounter. A level 40ish with a smattering of experience with the game is not going to have a good time in these things. Heart quests and open world events do not prepare you for dungeons or endgame. Hell, even world bosses are a joke because of the zerg-coddling built into the game’s design.
Finish leveling, then come back and complain with us :-)
The Secret World had some interesting AoE circles that slowly fill out/change color from the center to the edge to also indicate the timing of when the attack would hit. I thought it was a cool idea, but I’m not sure I like how it makes dodging all major attacks much, much easier.
Kholer…I honestly think he is fine the way he is. He has one of the most obvious tells in the game, you are introduced to the windup animation throughout the dungeon from the gravelings. They have the same glowing/air-sucking effect before they do their leap/knockdown. So there is a degree of learning built into the dungeon.
What I do completely agree with you about are things like Lupi’s grub spawn. I remember the first time I heard what the tell was, I was dumbfounded at how players could be expected to figure it out. Lupi’s attacks are easy to see coming, once you’ve memorized him (Ok, ok….I do still get kicked a lot, though).
The other issue concerns things like the mobs in Arah (mages/illusionists especially). I’m sure they have tells. I’ve never noticed them, as they too are always covered by particle effects and super subtle. Belka’s knockback shot always kittenes me off too. She’s so tiny I never see anything coming. It’s mostly a matter of hoping I have a reflect up when it hits :-/
That’s hilarious. Kitten and PUG had me dying xD
LMFAO.
http://i.imgur.com/nKvRF7u.gif
Lindbur & dlonie you both are brilliant. I would love to read more things like this on the forums. Afterall, if we can’t ever get the issues in the game taken care of we may as well laugh at them and make fun of those responsible for them (until they stop neglecting them that is)!
Dunno if you ever saw the originals, but they are hilarious.
LEGIT PATCH NOTES
- Removed old TA story. We felt that the story was no longer relevant to what is currently happening in Tyria, and players have been exploiting a bug which allowed them to quickly level to 80 instead of doing so slowly and casually, which is our intent. As we are unable to fix this bug without completely breaking something else, we have therefore opted to completely replace it with the Aetherpath.
- Replacing the Aetherpath will be a new path that explains what happened to the Aetherblades in the dungeon following Scarlet’s death. This new path will also be level 80. Following feedback from our players, we have also decided to include additional unskippable cutscenes and NPCs to better cater to the audience dungeons were originally designed for: roleplayers.
The boss at the end of this new path will not be Mai Trin, as we have deemed her too difficult to fight from our statistics of the number of players wiping in the relevant fractal encounter. We are therefore introducing a new boss.
- Added Ancient Massive Dredge Car. This new boss will be completely underwater and spit out Molten Alliance and Aetherblade troops with every hit it takes, and has so much health that even the most elite of teams will take hours to destroy it. This mechanic is absolutely necessary to make sure that every player spends an appropriate amount of time in dungeons in order to achieve maximum immersion, which we feel is destroyed by runs that take 5 minutes.
- Added a new NPC: Swiftpaw Sharpclaw. This NPC has very low health and armor, and if she dies the dungeon
bugs outcannot be completed. Our goal here is to make sure you are not using any damage gear sets as you need tocarrycarefully escort Swiftpaw to the end. We are currently investigating a bug that causes this NPC to yell at you for dying too many times and griefing you, and will have it fixed soon.I tried
Well done! I think these are worth mentioning as well:
- The new path will be a special 80-player instance.
- The final boss, “Rephard”, will feature a new mechanic where all 80 party members must stack and autoattack. Moving, dodging, blinding, blocking, or using any skill other than #1 will trigger an immediate explosion that will knock back and put the entire party in the downed state. This will, of course, be followed by the appearance of an AoE circle that indicates where the bomb had exploded.
These changes are intended to unite the open-world PvE experience with dungeoneers.
There is, but it’s subtle. When you target them, there is a colored ring around the icon next to his health bar at the top of the screen. The color of the ring indicates the difficulty.
Trouble is, nothing in-game tells you this, and the color scale is not obvious (I’m trying to remember the order…totally blanking). I think Kholer is a purple or gold, which means watch out.
That is very subtle indeed. What I think they should do, is change that red boss icon, like they did with Scarlet’s knights. Give him a unique icon on the map, that makes it clear that he is a foe to watch out for.
Or maybe have an npc simply state that he’s optional, and very dangerous. Sounds silly perhaps, but it instantly solves the problem of players being unclear if they are supposed to fight this guy, and what kind of fight to expect.
Come to think of it, I believe he does have an icon on the map, and I know for sure that “Defeat Lieutenant Kholer” appears on the objective list, also indicating that he’s more than some random add.
Perhaps there should also be some way to tell that Kholer is a more dangerous foe, before he smashes you to bits.
There is, but it’s subtle. When you target them, there is a colored ring around the icon next to his health bar at the top of the screen. The color of the ring indicates the difficulty.
Trouble is, nothing in-game tells you this, and the color scale is not obvious (I’m trying to remember the order…totally blanking). I think Kholer is a purple or gold, which means watch out.
I’ll give you that one. That’s why the first question I ask in an Arah PUG is “does everyone know Lupi?” I’m so tired of explaining that fight :-P
It’d be great if they’d have thought to explain things a little better, but they didn’t and from every indication, won’t. That’s just the way dungeons are in this game — gotta do some research or have a mentor if you want to learn to run them well.
I think a lot of people have trouble understanding that I’m looking at the game from the point of view of a game designer. I see flaws in the design that might not bother other people quite so much, or not at all.
One of the things I really liked about the Molten Facility, is how the mechanics of the boss are woven into the entire dungeon. Everything leading up to it teaches you what you need to know to tackle the bosses. The Scarlet battle follows this same design philosophy, by teaching players that they need to attune to different colors, in order to harm the knights. And by making the triple attunement a requirement for entering the final battle, everyone knows what they need to before fighting Scarlet.
More dungeons should be like that. They should not require a mentor or a youtube video to understand. They should be designed in a way that they teach the player the mechanics naturally and gradually.
Another example is the Cliffside fractal. The entire fractal revolves around using the hammer to break seals. So when the boss involves this exact same mechanic, it no longer needs explaining. That is solid design in my opinion.
Yay! Common ground! :-) high fives
We should post on reddit about reflects. Dirty exploitative guardians.
Oh, I know. It is pretty fast and hard to notice.
It’s not so much seeing the tell, as understanding that him raising his arm is related to him spawning a grub directly on top of you. There’s not really a clear attack that hits you, it just does if you fail to dodge. That’s what I dislike about it, and could be improved. It’s poorly communicated, and something that I would have designed differently. I’ve personally never designed a boss that had attacks that left a player wondering why they got hit. Which makes me wonder why Anets designers aren’t better at it. It’s not that hard. Maybe it’s poor direction or quality control. I don’t know.
I’ll give you that one. That’s why the first question I ask in an Arah PUG is “does everyone know Lupi?” I’m so tired of explaining that fight :-P
It’d be great if they’d have thought to explain things a little better, but they didn’t and from every indication, won’t. That’s just the way dungeons are in this game — gotta do some research or have a mentor if you want to learn to run them well.
reiterate — if he is kicking your kitten , you can go around him. What’s to nerf?
No one is talking about nerfing Kholer. At least I wasn’t, and neither were any of the other posters.
New patch note:
Replace graveling spawns from burrows with Kholers for QQ purposes.
+ While running bombs to a door!
Dear god, I hope there are no devs reading this.
Hehe, I made myself laugh
Read that back to yourself, and you’ll understand why we’re all starting to think that you’re the troll…
Do you seriously want to tell me that you’ve never been in pugs that repeatedly got wiped by Kholer? I have, a great many times.
Sure, that’s why I don’t pug unless I’m in the mood for it. When it happens, I explain the fight, and if all else fails, I show them how to skip. I certainly don’t QQ over 10s in repair fees. #PugLife
If not trolling, have you been in Arah yet? I’d love to hear your thoughts on Lupi/Alphard/Belka/etc. They are far more difficult that Kholer (appropriately, as it is the end dungeon), but that’s why we need more Kholers to help players prepare for them.
I like some of the boss encounters in Arah. Lupi is a great boss, but again, I don’t like his tell for the grubs. But he’s a good boss fight with solid mechanics, and one of the few bosses in the game that is purely skill based. No cheap gimmicks, just a straight up good boss fight, with multiple phases.
I dislike some of the gimmicky obstacles in some of the Arah paths, which is why I avoid Arah like the plague. I don’t really have an opinion on Alphard or Belka.
Please don’t take this the wrong way, but it sounds like dungeons in this game are not for you. At this point, you’ve called practically every mechanic in the game a gimmick.
I like some of the boss encounters in Arah. Lupi is a great boss, but again, I don’t like his tell for the grubs. But he’s a good boss fight with solid mechanics, and one of the few bosses in the game that is purely skill based. No cheap gimmicks, just a straight up good boss fight, with multiple phases.
Lupi is a great boss, but again, I don’t like his tell for the grubs. But he’s a good boss fight with solid mechanics, and one of the few bosses in the game that is purely skill based.
Lupi is a great boss, but again, I don’t like his tell for the grubs.
I don’t like his tell for the grubs.
Oh, I know. It is pretty fast and hard to notice.
but that’s why we need more Kholers to help players prepare for them.
And now i’m imagining a whole hallway full of kholers. QUICK, PUT UP A WoR AND STAND IN IT EVERYONE.
hehehehehehe :-)
New patch note:
Replace graveling spawns from burrows with Kholers for QQ purposes.
I’m extremely pleased in posting in this thread now that it has turned into a “ohgod Kholer is too hard and is kicking my kitten everytime” parade. That boss is intentionally put there to teach you how to see a telegraphed, deadly attack and dodge it. He does his work amazingly well in mauling your kitten until you learn to dodge, and I’m proud of saying that, as a level 35 scrub in blues – first week into the game, I beat him after 30 mins of trying. It felt like a great achievement. That was the first step to becoming a decent player, being able to read attacks.
Didn’t mean to interrupt the tirade of cries and tears, complain away.
Thanks, Kholer.
Move over, Tree, I have a new hero.
And to reiterate — if he is kicking your kitten , you can go around him. What’s to nerf?
The good groups I’ve been in are about 25/75 on killing him. He is worth a champ bag, so with the right group you just stack and slap for 20 seconds and get your bag just like the FG train farmers. He is a pointless fight if you don’t value the random trash bags that champs drop. Yipee a bag of blue/green stuff and a couple of silver. Put in karma vials and I’ll fight him.
Karma would be an awesome incentive. If he’d drop dragonite AC would be CoF from the pre-reward-patch days.
As for more people dying to kholer… Well lets count bosses: Spider, Kholer, Troll, final. Yeah, I see more wipes at spider than Kholer. Hell I see more deaths trying to run the last bit of path 1 than I see at Kholer.
This.
Because he’s not here for advice. He’s here to whine.
I swear, that troll just pops up out of nowhere sometimes. Kite it to Kholer, kite it to Kholer!
Well played — I’ll do my best to get him to 75% in fifteen minutes. :-)
Many new players run into this guy, expecting a mini boss, not the hardest boss in the dungeon.
….and then they learn. Jebus, do you not expect to die your first time in a dungeon?
Doesn’t matter if he’s optional. It ruins the experience to have your armor repeatedly trashed by this guy.
Read that back to yourself, and you’ll understand why we’re all starting to think that you’re the troll…
If not trolling, have you been in Arah yet? I’d love to hear your thoughts on Lupi/Alphard/Belka/etc. They are far more difficult that Kholer (appropriately, as it is the end dungeon), but that’s why we need more Kholers to help players prepare for them.
Why did you ignore my post which elaborated on the problem you and your pug had and offered a solution to the burrow event?
Because he’s not here for advice. He’s here to whine.
Look, you can’t really keep dodging the issue: More people die to Kholer than any other boss in the dungeon. And Kholer is right at the middle of the dungeon. How does that make sense?
He’s in the wrong spot, clear and simple. I’m not saying AC can’t have a boss as “challenging” (in massive air quotes) as Kholer, but he’s not in the right location, and he gives a poor reward on top of that.
What about the point that you’re missing: Kholer is optional. His location is irrelevant, just run past him if your PUG can’t handle it. He is definitely more difficult than the rest of the dungeon, but he’s a optional challenge for more skilled groups who choose to kill him.
Sure, it’s not obvious that he can be skipped the first time in an inexp group. But you know what the rest of us do when we hit a roadblock in a new dungeon run? this. What’s the first sentence in the first blurb?
(edited by dlonie.6547)
@Tree, I love you.
Oh, and one final thing that might help explain our ability to reach any agreement: It seems you still think ANet cares what we think and might fix encounters/conditions/etc. Most of us have lost hope for this sort of thing. The dungeons have been ignored for a long time, there is clearly no communication between devs/players, and the few recent changes that have been made were not improvements.
The dungeons are the way they are, and it’s far less frustrating to just play them as they are than hope/wish/expect/lobby for changes.
That said, Alphard’s bomb is kittened. :-P
Also, that annoying spike-filled corridor after the Spider Queen rubs me the wrong way too. Gimmicks, all of them.
…
…
can’t be serious
…
…
reads again
…
…
sigh
…
…
I’m out.
If I go into AC with a random pug, and notice that my team can’t pull of the required DPS no matter how hard they try, I no longer blame the skill of the players, and start blaming the encounter.
This is what’s known as a “bad PUG”. If a PUG of bads can waltz through a dungeon, what’s the point?
This is true of large parts of AC, but obviously not of the burrows. If your party can’t pull off the required DPS, they never will, no matter how patient they are. And that’s my problem with it.
Clear or kite the gravelings then. Bad PUGs make you rethink strategies, that’s part of the fun in pugging.
Difficulty does not equal fun or replay value.
Nope — but it really isn’t that difficult. Like I said, he has one attack that is the most obviously telegraphed move in the game. It is hard at first to manage fighting the adds and watching Kholer, but that’s what he’s there to teach players.
Very rarely have I encountered AC runs where my own personal skill felt too lacking to beat the encounter. Quite often I failed because my group as a whole kept failing at a specific gimmicky encounter. And they kept retrying, and retrying, but it didn’t feel like there was anything they were doing wrong, or could do differently. They just couldn’t keep an npc alive, or survive the onslaught of hundreds of gravelings, or they couldn’t bring down the burrows fast enough.
hehe, yeah. If you’re gonna PUG, get used to this :-) If the PUG can’t pull it off, it’s good practice for teaching and having patience (or being a complete kitten for some obnoxious elitists, lol). If that’s not what you’re looking for, join a dungeon guild.
I’ve seen pugs be far more successful at beating Kholer by stacking behind a pillar, than without that cheesy strategy. That’s because you can stack buffs, healing, and maximize aoe potential when everything is just piled on top of each other. Plus it’s easy to help party members up if they are downed. It trivializes an otherwise challenging fight.
But when everyone is stacked and he spins, ashes-ashes-we-all-fall-down.
But the Kholer fight is not a good fight. I think his attack does way too much damage for the location he’s in, and for the level of the dungeon. Plus his harpoon attack isn’t half as visible as I would like it to be. He spams that attack too often, which leads to new players having their armors completely torn asunder.
???? There’s a 2-3 second wind up with an obvious animation (glowing animations and kitten) and he only does it maybe 5-6 times in the entire fight…
You have to be able to see this encounter not as a pro, but as a new player. And for new players, it’s absolutely terrible. I do agree that nothing in open world PVE prepares players for this. I see this as a problem with both open world PVE and the dungeon in question. They should be in harmony, but right now there is an obvious and very large leap in difficulty.
This is why I think it’s essential to learn dungeons from a guild or similar. The encounters are much easier to learn when someone who cares explains the fights. [ARES] on dragonbrand taught me pretty much all of the dungeons, and when I joined them it was night and day compared to pugging as a new player.
But seriously, removing the difficult elements destroys the fun of rerunning. If there’s nothing to improve on and learn from, the game gets old fast.
Stacking behind a pillar makes it harder to see the only thing that wipes a group.
Ermagerd, I know. Everytime I see “stack” pop up in party chat at Kholer, I die a little inside >.<
You have had fantastic luck with your PUGs then, lmao
People can obviously fail it anyway. It’s not a dps issue.
I do agree with ya — if DPS is too low, clear or kite the graveling. There’s more than one way to skin a cat.
Kiting the gravelings is a pain. Mostly this is due to the aggro mechanics of the game being rather dodgy and unclear. It really feels like all graveling burrows sections were designed with specific classes or builds in mind. And that’s what gets inexperienced players. They head into the dungeon pretty confident, and for the most part they can easily clear most mobs. But then they run into these gimmicky encounters, and the experience turns sour and unpleasant.
I’ll give you that these encounters are absolutely trivialized by certain professions and builds, but they are doable by any class, maybe just not as quickly/easily. We just disagree on what’s a gimmick and what’s a mechanic :-) If dungeons weren’t brutal on inexperienced parties, they’d have absolutely zero replay value.
Dungeons take practice, and the issue is the PvE/open-world mindset that anything that takes a more than a couple tries needs a nerf. I know my first time in AC was a greasy horror show, but practice, practice, practice.
The problem with Kholer is that he’s an optional boss in the middle of the AC dungeon, who causes more wipes than ANY of the other bosses in AC. So yes, his difficulty is disproportionate to the location he’s in. Unless you cheese his encounter by stacking behind a pillar, he’ll tear through most pugs with ease. And it would not surprise me if most beginners quit trying AC entirely after running into Kholer, and having their armor severely trashed.
IMO Kholer isn’t the problem, the problem is open-world PvE. Kholer’s “problem” is that he actually has mechanics that matter. Most players have never experienced anything of this sort before they get into AC.
Rather than make Kholer harder, I’d prefer to see more open-world encounters that help players build the skill and the level of attention that is needed for Kholer. Maybe some heart-quests that involve more than mindlessly killing trash?
Seriously, Kholer really only has one attack that does anything. Focus the adds, dodge/block/stabilize/reflect/etc his pull, and there’s nothing left. Even if he pulls you, it’s hard to die from the spin with a stunbreaker equipped.
Or just skip him, the little jumping puzzle skip in p3 isn’t even needed — you can just run past him and he’ll leash.
Whatisthisidonteven
Hes referring to the fact that colossus rumblus doesnt spawn trash mobs. Thats the howling king. And the howling king doesnt spam knockdowns. So you’ve essentually combined howling king and rumblus together.
Dat Howling Rumblus doe.
Also, Kholer is the best boss in AC. You actually have to pay attention, which is why most pugs skip it. >.>
“Get rid of Kholer”
“Troll is OP, nerf pls”
I love when people complain about optional bosses xD
You
can’t
even
crit
themIt’s literally impossible to not have “enough dps”
You have had fantastic luck with your PUGs then, lmao
But the burrows are still a DPS check. They are ridiculously easy if you spam icebows, and ridiculously hard without them.
What is this I don’t even.
It is really tough if you’re in a low DPS group with no ele to FGS/IB or guard to kite gravelings away from Hodgins. I’ve seen this room break pugs so hard xD.
Sometimes the best option in that case (for hodgin’s path, anyway) is to just clear the gravelings >.< takes forever but most groups can handle it if they can at least manage to kite. I usually just switch to my ele after the first wipe, though xD
Yep. I actually need gems at the moment to get some swag for an alt. I used to happily and regularly buy $10-20 of gems per month to support them. Now I’m just gonna grind arah/ac and gold2gem. They’re not getting any more cash from me unless they start at least acting like they give a rat’s kitten about their player base.
Now watch this post get deleted or this thread locked because we’re bringing up reasonable complaints about transparency and communication. #ObliviousToIrony
I actually really like the idea of it being so dangerous, so I’m not complaining about the pull EXCEPT for the fact that it kills everyone around you. It should only insta-down YOU if you were pulled, imo. The way it currently is just makes it so that it’s not practical do do Arah p2 with groups anymore, or at least this boss.
I think the old pull-stun-delay-blast mechanic was perfect. What really irks me about this change is that they never even mentioned whether or not it was intentional. It looks like a bug, makes no sense, wasn’t mentioned in the patch notes, and wasn’t needed for the fight to be interesting. If they would at least confirm that it was intentional, I’d be more or less ok with it.
I love this game, but god I hate the company that makes it. They’re so opaque and unresponsive it’s disgusting. There’s something that really bothers me about a company that will delete my forum posts and give me an infraction for trying to figure out if a change was intended or not.
That’s just an appalling customer experience. I used to stick up for anet when people started hating on them, but after seeing that sort of censorship and unwillingness to engage in a valid discussion about their product….kitten ’em.
There are actually some pretty good points in OP’s post though.
It’s really easy to get 100% map completion, hang around in Orr, etc etc etc and still be crap at dungeons.
Open world GW2 can be facetanked with very few exceptions. Gear up PVT, take every hit, heal out of it. Hell, I made it to 80 on a thief that used his dodges offensively and never, ever dodged defensively or used blinds/interrupts/blocks, etc. Try playing like that in a dungeon…it’s gonna be a bad time for everyone. The learning curve in jumping from PvE to dungeons is quite extreme.
@dilo: Yeah, stacking sucks. It is the most efficient, safest way to get through that boss (especially if there’s a dungeon newbie in the party), but it is a terrible, boring, uninteresting snoozefest. They should make her still do her AoEs when everyone is stacked to make people actually do something in that fight, but they won’t.
Keep at it, and join a dungeon guild if you are serious about learning (or stick with these friends if they know what they’re doing). Transitioning from the nerfed open world PvE to becoming a dungeon runner is not easy alone.
(note: not saying that stacking is bad/exploitative/etc/etc/etc, just that it’s really kittening boring.)
(edited by dlonie.6547)
They’ll fix it. They wouldn’t yank a story dungeon.
You sure about that? >.>
I hope they add a Scarlet fight to commemorate LS season 1. Maybe they could work her into the Caithe/Faolain lesbian thing because teenagers.
Gonna leave this here…
-_-
Fixed exploit in Arah p2. If Alphard’s pull does not hit any players by the time she reaches 50%, she will reset, as obviously this is not the way the encounter was meant to be fought.
I guess we know what the infinite reward dungeon was.
What do you think — will they fix it, or just yank it for good?
Out of all the things in Arah to prioritize for fixing, they chose to step in and make sure the clones survive at Alphard.
The clones won’t instantly disappear anymore, but everyone will still be able to safespot her! … and skip bosses + unlock waypoints.
Whatever, at least they fixed something which is a rarity in itself. Forcing her to reset to full HP is stupid though. Why not increase the attack range and get rid of the safespots instead?
-.-
You hit the nail on the head, Purps.
I know I’m a moron for thinking this, but I’m still hoping they’ll fix the instawipe pull mechanic. If that’s not a bug, I dunno what is. It reminds me of DRM (does that make me old?). DRM didn’t stop pirates, it just kittened with people who wanted to legitimately use their purchased music. Alphard’s “fixes” don’t hurt exploiters, it just kittens with those of us who fought her legitimately.
Seriously, just fix the dagger-storm-doesn’t-work-when-everyone-melees issue and put her back the way she was. There’s no reason for her to wipe the team with a move that’s only tell is a 0.5s spin that’s always obscured by particle effects in a full group. Why even bother rendering the kittening godkitten piece of kitten kitten kitten kittening Ao-kitten-E? By the time it’s up, you’re dead.
(edited by dlonie.6547)
I just really hope this change wasn’t intentional. If exploiting that stack of might and protection was really a priority…. O.o
It’s pathetic and depressing to see all of these unused textures we’re rendering each time the instance is loaded.
Google “occlusion culling” and “backface culling”. #Rendering101 =D
Is it possible to melee solo her without running away to recuperate? I believe i can be done for warrior and thief — what about other professions?
Guards can staff #1 from behind the structures. Helps to clear out the barrels later in the fight, too. You don’t ooc, so it’s technically not running away :-P but you will have a chance for heals to come off cooldown, stack might, etc. and continue to do some damage.
I don’t know if you’ll consider this an exploit and whether you’d like to use this tactic but i’ll tell you it anyway as it might be of help. You aggro belka, then run past the bone wall near the deadeye and his goons, once the bone wall breaks run back to him and he no longer teleports meaning you can just melee him without him moving then go behind the strcuture next to him when you get too low on hp, with this tactic you’re always in melee range so don’t have to dodge the one shot attack
Guards can also staff auto-attack through the structure, which can trivialize the fight even when she’s moving. It does take forever, though…
Running back through the bone wall also destroys the one on the north side of Belka. Used to be able to get straight to Alphard that way :’-( #UnwallArah
The red circle is determined by position but not movement while the actual attack is affect by both. Basically red circle only shows who is being targeted.
So if you see a red circle on you and you were moving, then just move to another direction.
Best part is when she opts to randomly use the orb of death in melee range, and just insta kill you.
If you are moving towards here (especially with movement skills) and she is about to use it, then yes, it will hit at melee range.
If she hasn’t used it for a while then avoid using any gap closer on her.
Very good to know! This explains pretty much all of the oddball glitches in that fight, especially why gap closers == death so often.
I was playing around in CM, and the creepy Caudecus face room no longer spins. What’s worse, the ceiling cat seems sick — he didn’t want to come out of his hole. I was also unable to receive my 15 minutes of protection and might. Can anyone else confirm that this has actually been changed?
pls fix.
