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It makes me wonder why some people even play this game at all when any extra time spent doing anything is seen as a burden and chore. The low level characters should not be the ones going out of their way to make dungeons easier for high level characters with top gear. In a good MMO community the experienced players would be willing to set their time aside to help new players and make new online friends. The pervasive selfishness seen in this game is sometimes quite astounding.
I just want to input my own take to this.
If party members are sub80 but have prior dungeon experience, it really doesn’t matter too much. Things might be non-optimal here and there but to me, it isn’t something I will scrutinize at all when I PuG.
If party members are sub80 and are also non-experienced with dungeons, these runs will be what I will treat as teaching runs. These will actually take effort and energy. I actually do teaching PuG runs (with and without notice beforehand) and due to disparity of the how ppl are as a whole, sometimes these runs do tire me out. Which is can be quite different from what I expect when I game for leisure. Note that I am talking about complete strangers here.
While I do agree that how a community should ideally be, it simply isn’t so and this extends to both 80s and sub80s.
Excluding certain paths like tafu, I have never kicked any sub80s for any sub80 dungeons provided they are at least at the recommended min lvl. Even for those paths, what I would do is to advise them to go other paths for sub80s. There has been cases where I left parties because sub80s purposefully wanted me to carry them through (to the extent that they kick other 80s who do not know the dungeons and kept me in). I am perfectly fine if sub80s can carry their own weight, which in most cases prior experience in dungeons will suffice in that.
But for all sub80 dungeons, there are some aspects that are indeed catered for 80s. Tokens all exchange for exotics with 80req for example.
And as some have said before me, sub80s generally means inexperience with the class. You can’t change the way others perceive this.
I think its alright if ppl use the range or kite method. They at least tried.
But I think ppl who are not used to idea of meleeing the boss should at least give it a shot. Even if unsuccessful, the party can still transit to the range or kite method. The reverse however is not that viable.
Sigh… have to go back to the bank to withdraw the kitten mini.
grumble grumble
The last one i posted was for this
“LF4M TA F/U (spiders). Wants to melee burst boss so bring high power gear with some projectile nulling skills. Thanks.”
I wound out having 2 first timers and 2 guys got instagibbed after cutscene. I tried getting them to stack might (guardian to lay fire fields and 2 of the thieves to blast combo into it). I got the thieves to tell me detonating the cluster bombs do not count as blast finishers. Sorry I ranted and I shall shut up now.
Technically pvt is viable as well. Just needs gear where power is the major stat. But maybe it is a mindset thing so thanks I will try next time and see how it goes.
Hmmm I was referring to how to post for a TA F/U on gw2lfg. As in what kind of wordings to attract the right group of ppl.
Is there anyway to post for a Ta F/U pug such that we get can get ppl in tuned with the burst melee method? Btw, the past few times I tried to communicate stack melee I have at least 2 teammates die immediately after the cutscene. Apparently telling them to stack where I say ready is too difficult.
People won’t understand that you’re supposed to skip some parts until Anet makes all the mobs Legendaries with a neon sign around them that says “SNEAKY PATH HERE!”
Really because I did my Dungeon Master title by killing every mob in my way. Not sure why some things are MEANT to be skipped.
Dungeon Master only requires every path to be run at least once.
Immersion and exploratory values I can agree on. But I do not want to be chained to perma aggro mobs with high hp and terrible loot table when I have ran a path for the 200th time.
@Miaire: Yes the range method still works. If you pug tafu, that is the method majority of pugs use currently. You just need to dodge and maybe dedicate 2 or 3 team mates to clear the spiders that do spawn.
I will still maintain that the most direct way is still meleeing the boss from the get go with high power gear and with reflection as support. Only thing you generally only have 1 shot at this.
On teaching runs, you should be aware of these LJ mates. They possess an almost adamant stance on not being told what to do. Which makes you wonder what they are doing in a teaching run. On certain dungeons, you might be able carry their kitten but on other dungeons when some form of coordination is needed, there is simply no way to progress. Kicking will be the only way.
You shd expect pugs of all kinds. I usually specify my groups in a way impatient and delusional “pros” will likely avoid. And if you are really into giving back to the community in this manner, you shd not put these negative experiences to mind.
If you wanna pug dungeons sub-80, pugs are generally more willing to group with sub-80s for story dungeons as opposed to explorables.
www.gw2lfg.com
Tbh the idea that I have to do non-dungeon content also isn’t appealing. But in actual fact, it isn’t so bad. We still can get champ boxes from dungeons so there is a source of Bloodstone dust (obviously can’t be compared to champ farm trains but it is still viable). No problem with Empyreal Fragments. Dragonite Ore is the mat dungeons can’t provide. The only consolation is that temple events pay out 30 dragonite ores.
I think what you state by gear disparity is true. But in reality for me, I get annoyed by ppl with bad mannerisms and bad attitude much more than I do with ppl with poor gear choice. So I guess our experience differs.
Oh and for dungeons to be more like sPvP, condition builds need to be worth a kitten . Interesting thought overall
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Well I think it has to do more with PuGs preferring heavies. If you gw2lfg, you can find the specification “heavies preferred”.
As for viability, those are definitely not the only 2.
From storming the gates of Arah, I got…
…Nothing. Some bloodstone dust and a pile of greens from which my black lion salvage kits only gave me 3 ori.
Am I just the unluckiest adventurer in Tyria, or does the super-wizard with a legendary just not drop dragonite?
Dragonite comes from the event completion chests. The bosses don’t.
Nah. The Arah gate opening event itself doesn’t give dragonite ores. It is separate from the temple events
Sigh. This whole ascended tier is getting messy. Not arguing about its purpose, if I have to guess it will be about player retention. But this weapon drop mechanics is so weird. I would rather they invent another currency token for weapons cringe.
I also find it weird that we have ascended trinkets but out of these only rings and backpiece are infusable. I am half expecting them to make some mistake and do a gigantic rollback or something…
I don’t get all the hate public groups get. I run a lot of dungeons and very rarely do I encounter issues. Even having 1 or 2 inexperienced players doesn’t have a huge impact on the group as long as you guide them.
If you do public PuG runs that often I am sure you have your own collection of horror stories.
Inexperienced players are no problem at all. Not even non-optimal builds (but I have to admit I cringe a little when I saw a 5sig war in Arah explo the other day). We are talking about PuGs here. I do dread players who refuse to listen.
From what I can see, your suggestion is made through the eyes of someone who is relatively new to dungeons with a slight misfortune of getting into an unhelpful party. I think our expectations for dungeons is different. You have the right to ask for changes you think is suitable but from where I am standing, I will say “no” to your changes. Just stating my opinion and I will leave it as that.
Join parties that don’t skip. Sorry but I don’t think I can explain it any clearer.
400 trash vs 10 champs or 50-man zerg vs 5-8 man party. It all comes down to a whether it is rewarding to do it or not. “Rewarding” can mean different things to different ppl. It can even mean different things to the same ppl from the time they initial start to when they have ran the dungeons hundreds of times.
Dungeons with random presets has already been done to a certain extent with Fractuals. So maybe that can be something you can look forward to. Plus skipping is less of a phenomenon there as well.
Skipping is not the issue here since there is a choice to not skip trash. Ppl just make the mistake of getting into the wrong parties.
It was a bit scary after the first times i went to 1 dungeon.
i started to kill mobs and die alone and see the other players in the end of dungeon kill the last mob and take the rewards using running mode. I was inside there 2 or 3 minutes. Dungeon Over
For this, I can give some recommendations:
1. Join/Start dungeon parties using gw2lfg.com and specify no skipping.
2. Join a guild and run dungeons with them. Guildies tend to be more positive towards newcomers and be more open to help.
3. If you pug, state that you are new. There might be chance that someone is kind enough to give advise and tips.
4. If you don’t mind spoilers, youtube dungeon runs to have an idea of how they are run.
For your suggestion, I can see it as something of a Queens Gauntlet-meets-Crown Pavilion-meets-Clockwork Invasions. Personally, I do not enjoy farming trash as I get bored of it very easily. I look forward to interesting boss encounters and rewards when I dungeon. The immersion or exploratory qualities is very much at a minimal level since 90% of my PvE experience is in dungeons. And for number of mobs we have to kill in your suggestion (400-ish?), I expect chest rewards to be something out of Tyria.
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I am gonna guess that we will see more posts on making the stealthy path you suggested unskippable as well.
Yup thats what we need. More time gating….
Hmmm well, this issue has been around since the early days so I guess ppl got sick and tired of hearing the same stuff over and over around.
There is nothing really constructive left to add beyond that, only some preventive measures like adding group in list, be careful of similar guilds, be the dungeon owner etc.
Yes this is a game. So why are you so against people playing how they want to?
Edit: Its weird saying that. Usually the people disagreeing with us are the ones who say “I play how i want”. ;D
To be honest, that was the first thing that popped into my head.
So what do we have here? Oh the good ‘ol “skipping being lumped together with exploits” card. Nope, I don’t treat skipping as a form of exploit.
Next, everyone has the choice of either killing or skipping trash. Just specify which when you are forming parties. Why the need to impose your will on others?
Not all end bosses are DPS races.
Doesn’t change the fact that all the 3 paths ends up with a immobile crit immune boring giant tree.
Cose I didn’t contest the fact that it is? The developers did try to “help” with the situation by allowing condition damage on it. I already treat the tree as a psuedo-construct so the fact that it can’t be crit is normal to me.
If you are complaining that all 3 path end bosses has the same model, I guess I can agree but for me, the interesting bosses have always been the midway bosses ala Vevina and maybe Leurent and Malrona. In the same vein that if I am running Arah, Lupi will generally be my fav encounter.
And zergrushing is no longer a very valid strategy with the need to ooc to wp.
Ofc, but a lot of them are still placed with that in mind. CoE or Arah have some glaring examples of this.
Zergrushing means that you constantly respawning to rush the boss before it has the chance to ooc and regen HP. Or do you have a different definition to Zergrushing?
End bosses are more or less all the same: DPS race the immobile object. That shuold be first thing to be changed imo, for a “real” boss.
WP’s are still placed oddly – but that is a issue shared across a LOT of DG paths – with the zergrushing in mind.
Not all end bosses are DPS races. At least not with the same urgency as with tafu. F/F has a illusion cap of 3 and Up path is about positional awareness of mortars.
I think WP situation was much better since the last time they added additional ones. And zergrushing is no longer a very valid strategy with the need to ooc to wp.
Glorious.
The attack being inconsistent is fair. If anything, now it will consistently spawn spiders. However, I am sure that that particular attack has the potential to spawn spiders. If anyone ever done the leaf method (yes yes I know), it is a popular method as the party is unreachable by spiders (both spiderlings and recluses) and the eggs will fly over the party, miss and burst behind. During this time, you can see that spiders will appear where the eggs burst.
It really disappoints me that ArenaNet doesn’t feel its necessary to respond to this thread. If they intended to make this path so that if the group wipes they have to deal with 50 spiders then they should post in this thread; i seriously doubt that this was intended though.
This path is obviously causing many issues it would be nice to see a dev response. I understand they can’t / won’t respond to every thread. This is a perfect opportunity for them to respond to their player-base
You must be new here. Anet doesn’t post in the dungeon forums anymore, probably because there is no dungeon team. There are also billions of TAFU threads that everyone completely ignores, even though they have all been replied to.
Yes I know this; hence my point. Its really irritating that they would decide to just completely ignore one of the biggest parts of the game.
Apparently all the casuals are into open world and temporary fad content. I’m not expecting much for dungeons in the future.
Yeah i know they focus most of their content towards open-world casual player stuff but why even put dungeons in the game if they aren’t willing to support them. For instance with this particular dungeon path; they should have bug fixed it on their next most recent patch.
The whole reason why they changed this path was to prevent the player-base from ranging at the door hence why they made the tree auto-rez and have spiders spawn in large quantities. I don’t even care if they leave the mechanic as is and just ad a despawn mechanic to the path so if the group wipes the spiders despawn. Forcing the group to reset the entire instance is just plain lazy programming
I think the “spider not despawning” is a slip-up. Glitches can still be found in dungeons, just that this one happen to affect boss mechanism.
Edit: Previously, the spiders did not despawn either. However, there was a limit to the number of spiders that can be spawned. So if you dragged the battle long enough, no more spiders would appear, even if you failed the dodges.
Right now, the limit is removed for whatever reason. And yes I agree that the spiders should despawn to accompany this change. However, this boss is still beatable after the initial party wipe. Either by ranging or kiting.
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Kick is still needed. Otherwise you get griefed by afk leechers. At least now, you can “only” get griefed by the afk dungeon owner.
There are only 2 animations you need to taken note from the boss itself. As many have stated before me, if he plants his hand into the ground and shakes left and right, dodge. He got another animation where he stands up gradually on his hind legs and plants both hands into the ground but doesn’t shake. This will create an immobilize on a random member of the party.
I did not learn this from YT or guides. I observed its attacks and what they did. Fyi, the animations for the particular attacks is the same for as long as I can remember. The only difference is that the overall spider spawn mechanism was changed and somehow removed the limit on number of spider. At least this is what I think happened. Plus minor stuff like a few plant mortars added here and there.
The animations was the same, why only now you start to blame “bad” animations for inability to dodge?
Clear connection between animation and consequence? Ok.
It is lacking with this F/U boss? Sure. I guess.
Do you know which animation is the one to look out for? Yes. The shaking one. Even though it is a poor animation for me.
So you know the tell to look out for, can you dodge it the next time you see it? BUT the animation is BAD!
F/U path have undergone some changes. Maybe with more I am not sure of since I came back from a 4month hiatus. Including the leaf method. Out of all these, I don’t even think the animation for that particular attack ever changed.
So would you like a female voice saying “Please dodge in 5 seconds… Please dodge now”? Think GPS in cars.
Do it right the first time. Which means dps down the boss from the get-go, generally with melee. Doing it after is not impossible, just that spiders don’t despawn.
Thank you OP for the video. Did it on my 4th try. Previously got stuck on mitigating his killer shot so your advise on dazing pretty much won it for me. Can’t believe that I didn’t think about it. Cheers =)
I mostly agree with OP’s post. I can tell that Liadri is designed as a boss that not absolutely everyone can defeat. It requires good reflexes and for those who don’t (like myself), it requires alot of practice.
If one did the battle a number of times, one can tell that the first 15-20secs of the battle is very standard. The spawn location of the white well and mob is the same. The AoE effect placement is the same. The pull orb placement is a little random though. So in a way for me, the process of fighting up to obtaining the 2nd crystal is pretty much the same for all tries. Beyond that, minor variations will cause the battle to proceed differently from that point on for me. It will even say that I can roughly estimate when the pull orb will be spawn and therefore start looking out for them at the specific intervals.
It was by far of the most intense yet short lived moments I had in GW2. And before that, I did mess around with my build. I will try out a skill/strat for a few battles, found it is not good and proceed to try something else.
However, I think that it should not award a mini as there are collectors that really keen in filling up their collections. I think changing it to something like a title would be more appropriate.
Agreed. I mean by now they should know that not all paths are balanced and there is generally that one path in each dungeon is the least popular. I mean they bothered to make Arah p3 reward less than the other Arah paths, so why not balance the other dungeons the same way by increasing the rewards for less popular paths?
TA up path is 1 gold.
CoF p1 and p2 are 1 gold each. And no more shortcut for p2. Gotten new loot bags called Ritualist Bags that can potentially give cores. I have gotten a crystal core and a pile of whatchacallit.
We?
I’d like to preface this with the fact that I AGREE magic find gear has no place in dungeons, only because loot you get from enemy drops is low (you’re usually skipping mobs). It’s not about hurting others; it’s that you’re not really helping yourself. Why wouldn’t you throw those stats instead into toughness to (at least) make your life easier?
That said, I don’t understand gear checks, or the logic “magic find is selfish.” Isn’t toughness, vitality, and healing power also selfish? Do you guys kick magic finders and allow tanks? Sure, if you die, you’re hurting the group, but what if you’re skilled and you don’t die?
Other stats does improve combat effectiveness for yourself and the team. Offensive stats kill enemies faster. Defensive stats enable you to last longer so at the very least your teammates will not need to rez you as often. MF stats offers nothing to the group. Well unless you decide to split loot lol.
As an example, I ran TA f/f (I have hundreds of times), and the guy who volunteered to stack oaks had no idea what he was doing. I had to switch to an underleveled alt at the boss to get the 60 tokens. Well, everybody died and I soloed the tree just by kiting the oakhearts. I was in blue gear with white weapons, and lv45 in a lv55 dungeon.
What I’m getting at is that (in this game) skill plays a much more relevant role than gear. Also, it’s silly to assert that there is one optimal build (e.g. berserker), because it sucks all the fun out of the RPG aspect. Just let people play the build they want to play, and help them when they struggle instead of yelling at them or kicking them.
Your personal anecdotal evidence probably suggests that you carried your party. However it is not because of MF.
The reason why precursors are ridiculously priced is because of the supply. It’s is basically gotten through only 2 methods – Random drops and Mystic Forge. Both of them have low RNG. TP basically only acts as a distribution center. TP does not create precursors.
For this, ANet representatives has previously made some comment and “monitoring” of the state of the precursor market. You can still find the stickied post in the Crafting section. There was even talks of a Scavenger Hunt to help with the supply problem. The acknowledgement by ANet happened around late-october/early-november last year. Before the COF1 farm party with its 4war/1mes setup became a public phenomenon.
The scarcity of precursors and the perpetual work-in-progress of the scavenger hunt allow the price of precursors to continually increase in price. If you wanna get it from the TP, you basically have to outbid everyone which essentially means you HAVE to have more wealth than everyone else who are buying it.
It is this system that promotes the disparity between wealth amongst buyers. It encourages the fact that if you want to buy a precursor off the TP, you have to find some way to earn more gold than next person who is bidding for the item you want. And precursors are not priced at what they are intrinsically worth. They are priced at what the sellers think they are worth to the buyers. That means no hard price ceilings. In fact, I have seen a few instances the supply of particular precursors empty from the TP, only to be re-listed at >100g higher than previous.
It is a precursor supply problem. If it is not CoF1, it will be some other ways of farming that will have an edge over the "normal"dungeon runners.
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Seconded. I play an Engineer too and run CoF p1 + p2 pretty frequently. No idea about p1 farm parties as I get bored easily and do not want to get stuck with a group for too long. If you are not farming p1 extensively, you can easily find groups on gw2lfg who will not mind an Engineer.
Green and yellow, should be lots of fun for me as I’m colorblind between those two…
If you see a beam on ooze but it is not lifted, use beam 1.
If you see a beam on ooze and it is lifted, use beam 2.
It is also ironic is that what makes dungeons popular is related to how farmable it is.
What is ironic is that if story modes are too easy, ppl end up farming them for 1 reason or another. Example is CM Story, it used to be suitable for a newcomer in terms of mob damage and length. Then ppl started farming CM story for what I believe to be a quick leveling route for alts. ANet then proceeded to buff the damage of the mobs within.
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