The island is a permanent addition that will certainly see more content.
Have you done the geyser jp yet? Seen the tiny island after it?
I agree that the island, while beautiful, is rather empty right now – i liked the meta event of building up a base and taking the island, but roaming the island just so after the meta event seems pretty poor in comparison to other locations.
Bugs?
You mean the lags or the NPCs not working? Tough luck – there are players who never experienced any of those throughout the event, like me – heck, who never seen an NPC bug in the game despite 500+ hours played, and when they do, they don’t really mind it.
Then there are Fractals, which are outright an amazing piece of work – their design, both aesthetical and dungeon-wise, is stunning. Their only ‘problem’ is that they are not really puggable – not later on, at least, and there’s too much griefing when you pug right now. But that’s a problem on the players’ end, not a faulty design.
There are changes to existing dungeons, buffing up loot and gold you get.
There are daily/monthly sPvP achievements.
There are tons of other fixes, considering the time spent on polishing Fractals/Southsun and other more prominent features of the update.
There are things in the works, confirmed by devs to be coming soon or ‘sometime’, but being on their way (SE fixes, scav hunt for legendaries, and more).
Grump – that’s why glass cannon builds outside of PvP are a bad idea in GW2. I have no problems with soloing karka on my ele, even with young vets (regular vets take just too long thus being less forgiving) – eles have the same hp pool as thieves, but less basic armor.
Meleeing the young ones with mace autoattack on the guardian, hit monthly achievement this evening without any hassle.
Haven’t done the scavenger hunt yet, as i went to Fractals soon after the LA part of meta event – waiting for tomorrow when there will be less people occupying the NPCs. I’ve learnt the lesson of Halloween when people kept zerging NPCs for the first day.
Go Fractals, enjoy the update! Tomorrow things will be much better.
Countermeasure against having tp overflooded with exotics.
Get 4 and forge them.
It’s easy even without portals or perma swiftness. Two things:
- avoid traps – they’re visible with naked eye;
- most spawned walls are climbable on one of the sides – don’t look for an open passage but jump over some parts.
Also – the Mossman is one of the possible final bosses…
I had no issues, no lags, no crashes, just the usual rendering problems with dozens of objects around, but tabbing when going ranged worked fine. Got 120 karka kills during the event only, never died and had great fun…
The Fractals are SO MUCH WIN and i can only hope that new maps will get added to the rotation in the future.
The level of their design is absolutely breathtaking, the ‘many short challenges’ idea is awesome and the drops have been over the top so far.
Just some achievements don’t register (had no failures with jumping at the uncagetorised but nothing popped…), but that’s something to fix in no time. Great job!
The karka attacked Lion’s Arch for unknown reasons. They are unknown beings with supposedly indestructible armor.
We have repelled the initial attack of the karka and brough some samples for analysis. Right now we are up for three general tasks:
1) Rebuild Lion’s Arch.
2) Find out why karka came to Lion’s Arch, what are they and how are they connected to the Consortium.
3) Find out how to kill them and retaliate.
1) Rebuilding LA.
This is actually pretty straightforward so far, unless i’m missing something crucial.
You buy special tokens from Miyani by the Forge (second tab, topmost item), then you combine one token with 3 ‘junk items’ to get Council Commendations. The junk items are anything from unused items, to spare materials, to food.
For example, throwing 1 token and 3 fine lv76 gloves yields 8 Commendations. I encourage everyone to report their findings in regard to the number of Commendations received.
Then you take those Commendations to Lyns at Lion’s Court and get some items for them. 250-uses gathering items and salvage kits, Black Lions Keys and Lionsguard items – both skins (rares) and proper exotics.
2) This is the currently running meta-event.
Start it with talking to Ellen Kiel at Lion’s Court.
Go to the western beaches of LA (starting with Moran Memorial and going SW), pick up a crowbar and interact with all the debris found. Eventually you will find a soggy bag in one of the barrels. You might need to interact twice with one of the barrels to get the bag.
Take the bag back to Ellen.
Go to Blingg located by the Consortium House (one of the new PoIs in LA). He’s the annoying brat by the entrance to Fractals.
Receive the mail with the map and take it to Miyani (THIS STEP IS PROBABLY OBSOLETE), then take it to Caledon Forest – Hanto Trading Post.
This is as far as i got right now, as Noll is currently SO OCCUPIED i can’t even talk to him in order to proceed – in any way.
I heard we are supposed to go to Garrenhoff next. We also got a mail from Miyani pointing us at the three underwater races that might help us with the karka.
Someone feel free to take up from here and describe the next steps below.
Kromica – yes, if you call 250-uses salvage kits and BL Keys crap…
Attention! Drowning in whiny players’ tears is much more dangerous than Ancient Karka!
I have transmuted hundreds of items – 700+ as i intentionally tried to get Hobby Tinkerer to pop again – but it’s only a one-time hidden achievement.
Patch notes say:
Evasive Arcana: This trait no longer creates unintended blast finishers.
All blast finishers were removed.
Does it mean that all blast finishers caused by Evasive Arcana were ‘unintended’, or that something’s bugged and we’ll see some blasts restored?
As voiced in the ele forum this has pretty much obliterated the already low-dmg/low-hp/low-armor elementalists.
I’ll consider the fact that you’ve copied my post about MF, Snapalope, as a tribute to my genius.
fenduru – drop tables have been changed, and those are affected by MF.
It’s fine to have some RNG drops, better or worse, but not affected by a lousy, selfish, greedy statistic that no one really needs. That’s the intrinsic problem – your MF doesn’t, in any way, help your teammates or team in general. Each and every other statistic does – you kill faster (mobs have less time to kill your teammates, everything goes faster), you die less (less time wasted to revive you, less possibility of a party wipe), you heal for more, your boons are up for longer (on your teammates as well).
Literally everything you spec into SOMEHOW positively affects your party members. But magic find. It’s not even about min-maxing or finding the most useful setup, it’s about the sole fact that magic find is against the core principle of teaming up for dungeons and promotes selfish attitude.
(edited by drkn.3429)
To a degree, it’s also a matter of principle. MF is the only selfish statistic that brings absolutely nothing for the team, whether it’s dungeon group or random people doing an open event together, and only beefs your personal gain.
In a game where grouping and doing stuff together is essential, this is simple leeching. It’s much worse so in dungeons, where your damage output and survivability is roughly 20% of team’s total, and affects all other players present.
Please exclude MF stat from dungeons altogether – any way you see fit.
I would really love to pug more often and not be afraid of running into a MF-using scrub who would surely be better off in a different gear, or into a MF-using vet consciously and intentionally making everything slower because of greed.
Possibly the old dailies and monthlies are fine, but some tabs are not calculated at all.
And then we will have more people coming to the forums claiming that dungeons are too hard or unbalanced, simply because they refuse to use their toons at their full potential but run MF for unique drops, and we’ll have the devs cave in to the whiny demands, essentially wasting great work of dungeon designers to make them much easier so that the MF folk can faceroll through content with no issues.
I’m seeing a lot of people reacting to Magic Find being an issue here, so I felt I should clarify something.
Magic find has always effected dungeon creature drops – we haven’t changed that at all. Magic find does not effect chest drops however. This has always been the case in dungeons.
The mention of Magic Find for the sub bosses, is to say that we have given them unique loot drops, and that Magic Find is a factor in what you get from them. That is no different in the past as it has been in the future. The more Magic Find you have, the better chances of obtaining a rarer item.
We understand it and that, exactly, is the problem.
Unique items in explorable dungeons being affected by mf – while all explorables dungeons’ mobs should be excluded from the mf stat.
Now every puggie and their granny will run mf to get those unique items. Nail to the coffin, i say.
It’s not only the daily/monthly points, count manually all your tabs and compare it with the sum.
As per title. Checked soon after logging in.
Gunnar’s Hold.
Ok, LA works now.
Thanks for a quick fix. Now please take a look into the achievement points. Losing progress is much more annoying than blocking progress.
We’ve just completed a dungeon run and received the rewards soon before the game crashed and we’re left without the tokens as well. It’s no biggie, just confirming the issue.
Ok, just manually added my points across the tabs – the numbers visible in the topright corner.
I counted twice, so there’s no mistake.
Should be 2634 without any dailies/monthlies (missed like 3~5 dailies since launch), and i have 2214. Impossible to tell what doesn’t register besides the obviously missing daily/monthly points.
I’ve mysteriously lost 1,3k achievement points. Had over 3500, am at 2214 now.
It seems like the achievement points obtained for daily and monthly achievements since the release have been wiped. I will manually add up all my achievement points throughout all tabs and report back in a while. No achievement per se got reset.
Gunnar’s Hold, though the server is probably irrelevant.
I can log in on an alt in Ashford just fine, but every toon left in LA is stuck on the Lion’s Arch loading screen. For 10 minutes now – never happened before.
Changes are awesome, but adding another incentive to run magic find gear in an explorable dungeon is a killer to pugging. Literally a nail to its already solid coffin.
I don’t really get what you’re saying. Running MF gear promotes skilled play so it’s beneficial for community.
Running mf gear is rude to your party members who have to revive you more often or who have to waste more time – because you’re not maximising your survival/damage, but a statistic which only benefits you, and you only, at the expensve of others’ time.
Adding an incentive to run greed-based builds in explorable dungeons is bad.Okay, this may sound like a personal attack, but you are probably one of those eles that think that you have to deck in p/v/t gear for smooth runs. It’s really kittenumption (jesus, that filter) and that gear is completely reducing your performance if you are experienced enough. MF gear increases your dps a lot more than your survability gear.
And berserker gear increaes your dps a lot more than MF gear, if you can handle a glassy setup.
If you can handle a glassy setup just fine and you’re not bringing berserker stats, you’re dragging your party down for a greedy stat that only benefits you, while makes the run for everyone longer than it could be.
It’s really easy to understand.
Even if you’re never dying with MF gear, you’re dragging your party down in terms of speed as you could have been running a berserker set instead, dishing out more damage if you can manage a glassy build.
Instead, you bring a greedy stat which benefits only you while makes others suffer for your choices, as they get nothing but a longer run than they potentially could have.
…make the profession much less fun. And i’m not talking only about bunker builds.
I really don’t mind random problems and i don’t mind waiting, but letting us see the patch notes would sweeten the waiting time…
Just saying wink wink
Still ‘connection error(s)’.
No one is forcing people to run MF, but most experienced dungeon delvers seem to agree that MF gear drags the total party speed down, aka if you bring MF gear to an explorable dungeon everything will go slower, aka everyone will experience a slower and a less smooth run than they could, aka you will get your chance to get rare loot higher at other people’s expensve.
That’s the core problem.
Now, i know that my guildies won’t run MF or at least will ask if it’s ok, and only in easy-faceroll dungeons which will take 2 minutes longer due to them bringing MF stuff. But now lots of people will get paranoid, and rightly so, about random puggies bringing MF stuff over anything else because it’s being promoted by the upcoming update. It’s another nail to the coffin of pugs – we’ll only see more people crying in the forums that they got kicked from a dungeon run because they were running MF gear and someone noticed their sigil of luck in the middle of the run, and some people will simply refuse to pug fearing running into ‘MF-wearers’.
It’s all fine to wear MF if everyone in the party accepts it, duh, first and foremost openly knows about it. It’s not fine to wear MF ‘silently’, as you’re doing so at others’ expense, greedily boosting only your own chance at rare stuff.
Had the same issue with my nornette a long time ago.
http://img853.imageshack.us/img853/3227/gw037o.jpg
I can’t provide any details as it’s been nearly 3 months since that happened, but i’m sure i didn’t have any part of the armor dyed ‘skin colour’ or any similar – i was running either full green or green/red mix back then.
Changes are awesome, but adding another incentive to run magic find gear in an explorable dungeon is a killer to pugging. Literally a nail to its already solid coffin.
I don’t really get what you’re saying. Running MF gear promotes skilled play so it’s beneficial for community.
Running mf gear is rude to your party members who have to revive you more often or who have to waste more time – because you’re not maximising your survival/damage, but a statistic which only benefits you, and you only, at the expensve of others’ time.
Adding an incentive to run greed-based builds in explorable dungeons is bad.
Poland here.
Used to be as most people – game insta crashed and then got
Build: 16048
Error Code: 42:6:3:2060
after trying to relog.
Now “Connection error(s) detected. Retrying…” and i don’t even see the login part of the launcher.
Changes are awesome, but adding another incentive to run magic find gear in an explorable dungeon is a killer to pugging. Literally a nail to its already solid coffin.
Our first two encounters with Lupicus made us ragequit after 2h of wiping, each attempt. But then we took our time, tweak our builds and went through with no single death, just some downs.
On a scale from 1~10…
Story:
AC – 7
CM – 5
TA – 9
SE – 9
CoF – 8
HotW – 6
CoE – 6
Arah – 5
Explorables:
AC, all – 9
CM, 1/3 – 6
CM 2 – 5
TA, all – 7
SE 1 (pre-bug) – 7
SE 2 – 8
SE 3 – 7,5
CoF 1 – 8
CoF 2 – 7
CoF 3 – 8,5
HotW, all – ~7
CoE, all – ~9
Arah 1 – 9
Arah 2/3 – 9,5
Arah 4 – 10
Based on ‘how much fun i had doing them, even for nth time’.
Arete – what you’re saying is the big gap between open PvE and dungeons, NOT dungeons being intrinsicly hard. It is true that you can faceroll 5 mobs at once in Cursed Shore and you can’t do it in dungeons, but once you accept that fact and adapt to it, it’s all much easier.
It’s about projectiles overshooting (missed) or trying to hit a somehow obstructed part of the hitbox (underground fragment?).
Usually attacking from max distance while moving works, but projectiles are not a reliable way to hit the burrows at the moment. It doesn’t change much since you won’t do much damage to them with most projectiles (if you’re ranger, just use gs there), although after weeks of training i’m able to hit them with my ele’s staff 1 more often than not.
Cross-server but within one database works.
Cross-database doesn’t work.
If we consider Denial as ‘not letting my target do things’, Preservation as ‘doing nice things to my folks’, Destruction as ‘doing bad things to my target’ and Aggression as ‘doing things to my folks that will make them do bad things to my target’ (although the boundary between Destruction and Aggression seems a little blurry), then skills like Chaos Storm have potential to do all within one spell (daze / aegis / damage / retaliation).
If we go as far as saying that ‘destruction can heal’, then the original division crumbles, imho, and makes much less sense. If 3-4 schools can do multiple things, how can you pinpoint out the differences between them and how, in the first place, can we know that those differences and schools exist in the first place?
I understand the difference between the lore and the in-game mechanics, but i also understand the relationship between them and how, more or less, they work together.
I do not think we can totally scrap the in-game mechanics and in-game stuff saying ‘oh meh, that’s just mechanics, it’s not lore, it’s irrelevant’.
I understand the fact that the devs might have changed a lot of lore since GW1, be it in retcons or by retelling the history, by finally telling the truth, by filling the gaps, and so on – of course they didn’t have all the Dragons plot and the GW2 setting all fleshed out in the old days of Prophecies, when they introduced the first bloodstones. Most likely they named the Maguuman stone ‘bloodstone’ because it was used to sacrifice people there – and that’s it.
They built new lore around it as they wanted to expand the storytelling and setting-making potential of an element that was already there, providing more data about it in the process. This is something understandable, but it caused severe alternations and loopholes in the setting, especially if you compare the lore of GW1 and GW2. Heck, even if you compare what some devs said in interviews – their words either denied some older interviews or in-game knowledge.
That’s why i believe we should keep the old theories and knowledge from GW1, but take them with a solid grain of salt right now. Especially that not only knowledge from Arah clearly states something different than GW1, but also because of the new in-game mechanics.
Chaos Storm is an example of one side. The other is that we can’t go dual profession anymore. We may say ‘meh, it’s just mechanics’ – or we may embrace those bits as well and accept that what we’ve known so far is either incomplete or a total lie and lots of things are yet to be discovered (possibly even written by devs).
It’s only reimbursed by lack of proper info and loads of assumptions and theories around the bloodstones, not to mention the ‘changes’ in lore as who created the bloodstone. It may also turn out that the whole ‘school division’ is a moot theory, either because the devs decided to change how things work or because it was wrong all along, even with some scraps of actual info, yet pretty old now.
Gonna take screenshots of all conversations and all NPC quotes from Arah 4 the next time i’m there.
Well, you also phase out to fight the final boss
But it actually tells us something, although raises more questions than gives answers. It tells us, possibly, why the Mursaat in GW1 are invisible. It makes us think why Ascension lets the Chosen see the Mursaat – becoming ‘closer to the Gods’ lets people see through the veil and become aware of those who still are, to some degree, phased out?
Understanding the encounter is vital here.
Detha will never fight as long as she’s setting up a cannon.
Ghosts will stop spawning once she has set up a cannon.
There are always 4 ghosts present unless a cannon is already set up – then you only need to finish the remaining ghosts.
Once a cannon is set up, Detha will join the fight.
Once the final cannon is set up, the remaining ghosts will despawn.
Ghosts aggro on Detha, but will reaggro on anyone that’s hitting them since Detha is passive as long as she’s setting up a cannon.
This means that:
- one person can guard Detha and reaggro the occassional ghost that attacks her with relative ease;
- you don’t really have to kill ghosts until a cannon is set up – just control and kite them if you’re lucky with the ghost types spawned;
- you really only need to kill necros and eles, as they deal most damage and inflict deadly conditions – wars’ dmg is neglible and they’re only melee, rangers just set traps and pushback (annoying, but far from deadly), mesmers are generally harmless, monks are annoying when you actually want to fight – and they’re mostly melee as well – so if you have 2 wars, a mes and a ranger to fight, it’s fastest to just run around with them after getting them all to ~1/2hp and finish them off once Detha has set up the cannon.
If you manage to screw up, however, if Detha dies and you wipe, you can always aggro the whole group of ghosts and drag them back to the ooze room, what often causes some ghosts to break back into the cannon room. With careful pulling, you will be fighting 1-2 ghosts at once, until there are only 4 remaining which marks the moment to rush in, have one person res Detha while others keep the ghosts busy.
Well, Arah requires you to bring a ranged weapon and train your reflexes with dodging at the Lupicus fight. Not much more about it – but people went into a bit more detail later on.
Still, only 6 people out of 300 threads asked for help. I weep.
e:
I mean – it’s really okay to ask. It’s really fine to come and say ‘hey guys, so i have problem doing this and this, this is my spec, i need a tip how to make it better; i suck at dodging so i need some other advice, too’. No one ever got bashed in such thread. Sometimes it’s hard to tell more than ‘just dodge!’, but still – it’s about the mentality of people having troubles, who seem to prefer whining rather than improving.
(edited by drkn.3429)
darres - i was replying to Solid Gold. My initial response to your post was in my first reply here, titled '
OP’. I think we got a little misunderstanding here.
@ilr – tactic answers on questions like ‘how to lit the torches in CoF3’, ‘how to kill Simin in Arah4 without bruteforcing her with 5 gs wars’. ‘how to easily be done with Alpha in CoE’ (well, it’s about dodge-spamming in CoE3, but it’s good to know that it’s enough to just dodge back and forth for 5 minutes if you’re ranged… you don’t even need to watch what’s going on unless you get imprisoned in a crystal or a teammate decides to bring you more red circles), ‘how to deal with those big groups in CM1 and CM3’, ‘how to blow up the gate in CM2’, ‘how to easily destroy the dredge car in SE3 without ever getting hit’ (no dodging!), and so on.
Proper builds and gear help a lot with those kinds of things, but are not enough – or don’t provide as much edge as proper tactic.
It’s not about exotics, it’s about pure power builds not relying on crits or conditions. One decent warrior and one decent ele can duo the whole room. The problem there is that necros are generally useless and everyone has to swap everything they can for as much pure power as they can.
4 necro team will never get through it, though, other than aggroing all mobs and running with them around until collectors are filled. That’s how i got it done the first time i saw it, back in my ele’s 40s…
But eles, wars, engis, guards – they have all the tools needed.
More so, the AC set is cheaper than other sets – 1200 tears rather than 1380. This dungeon is also one of the shortest and yields most sure money, aka in raw coin that drops.
That said, warrior can be a bunker as well, dishing out more damage and having much higher personal survival than an ele – pow/tough/vit and emerald mace/shield warrior with gs or axes on swap, built on healing shouts, with runes of yak or soldier (if they’re finally working…). Still over 3k attack and unimaginable armor and hp pool.
Most often the problem is not player ‘skill’, as this is based on experience and you need to play the content to gain such experience, but about ‘build’ and ‘tactic’.
What i don’t get, however, is why people are so reluctant to ask for help when they’re constantly wiping and their only way out is to say that dungeons are too hard. We have enough Dungeon Masters by now proving otherwise.
If hearing ‘learn to play’ makes you want throw sharp objects, have it another way – instead of saying that dungeons are hard, ask people in this forum how can you improve your build. Post what stats on items you’re using, what traits, what utilities, what weapons – and ask the veteran dungeon runners what can you do to make it better.
The next time you are in dungeon, try not to rush it and try to follow the basic, intuitive things like ctrl+clicking one mob and focusing it down with other teammates, using all of your skills including your weapon swap (or other attunements on ele, or kits on engi), try not to overaggro things (aggro one mob/group from a safe distance and let them come to you).
If you have troubles fight a certain path, possibly a certain encounter, ask for help in the forums – post what was your team composition, just in general, and what was the problem – and where, of course. Wait for replies and try out what you get the next time you’re there.
All of the above doesn’t take weeks. Writing a thread ‘help me get better’ is as easy as replying to this thread, and takes about the same time. Then, tomorrow or in a few days – whenever you have a moment – read the replies, find the ‘prevailing consensus’, ask more questions if needed and try it out.
I’m pretty active in the forums lately and i’ve seen two or three threads outright stating ‘please help me improve’, and it was mostly about Arah. That’s something really worth doing – since there are enough dungeon veterans here, supposedly enough of them will try to help you if you only provide the necessary data and are willing to listen – i can at least assure that yours truly will try to help you if you let him. Things were tougher 5-7 weeks ago with less videos on yt, less people willing to share their strategies and just less dungeon vets in general.
Just to prove the point, i found specific threads where the starter explicitly states the problem and asks for help. Not cries about something being too hard, not suggests that something should be changed because of X, etc. Every reply in those threads is full of hints, tips and additional questions, NOT any kind of bashing, growing kitten and so on:
https://forum-en.gw2archive.eu/forum/game/dungeons/Advice-on-improving-in-Arah-exp
https://forum-en.gw2archive.eu/forum/game/dungeons/Caudecus-Manor-Help-me-understand
https://forum-en.gw2archive.eu/forum/game/dungeons/Arah-Path-4-plz-help
https://forum-en.gw2archive.eu/forum/game/dungeons/How-important-is-LOS-Line-of-Sight-in-dungeons
https://forum-en.gw2archive.eu/forum/game/dungeons/Advice-b-t-AC-SE-and-HOTW
https://forum-en.gw2archive.eu/forum/game/dungeons/Arah-path-4-2
I’ve gone through the top 10 pages. That’s 300 threads.
Six of them asked for help.
Loads of them pointed at bugs – warned about them, cried about them, were angry about them. This is pretty understandable, as bugs are bugs – it’s good to talk about them, it’s natural to be annoyed.
Several of them were of positive feedback, but i could count them on one hand – some love for CoE, HotW being fun and so on.
kittens of them were about how dungeons are hard, overpowered, broken, unfair, not fun. kittens of them were about supposedly impossible dungeon mechanics that are undoable, at all, and need to be changed. Some threads were about completely doable mechanics that should be changed for some reason.
But only SIX threads out of THREE HUNDRED were about asking for help, helping to understand something, getting advice.
6/300.
Just to prove you’re wrong, i found specific threads where the starter explicitly states the problem and asks for help. Not cries about something being too hard, not suggests that something should be changed because of X, etc. Every reply in those threads is full of hints, tips and additional questions, NOT any kind of bashing, growing kitten and so on:
https://forum-en.gw2archive.eu/forum/game/dungeons/Advice-on-improving-in-Arah-exp
https://forum-en.gw2archive.eu/forum/game/dungeons/Caudecus-Manor-Help-me-understand
https://forum-en.gw2archive.eu/forum/game/dungeons/Arah-Path-4-plz-help
https://forum-en.gw2archive.eu/forum/game/dungeons/How-important-is-LOS-Line-of-Sight-in-dungeons
https://forum-en.gw2archive.eu/forum/game/dungeons/Advice-b-t-AC-SE-and-HOTW
https://forum-en.gw2archive.eu/forum/game/dungeons/Arah-path-4-2
I’ve gone through the top 10 pages. That’s 300 threads.
Six of them asked for help.
Loads of them pointed at bugs – warned about them, cried about them, were angry about them. This is pretty understandable, as bugs are bugs – it’s good to talk about them, it’s natural to be annoyed.
Several of them were of positive feedback, but i could count them on one hand – some love for CoE, HotW being fun and so on.
kittens of them were about how dungeons are hard, overpowered, broken, unfair, not fun. kittens of them were about supposedly impossible dungeon mechanics that are undoable, at all, and need to be changed. Some threads were about completely doable mechanics that should be changed for some reason.
But only SIX threads out of THREE HUNDRED were about asking for help, helping to understand something, getting advice.
6/300.