http://www.youtube.com/user/randomfightfan/videos?view=0&flow=grid
http://www.youtube.com/user/randomfightfan/videos?view=0&flow=grid
acutally is a good idea, just have no idea as to how it would work.
the only way that I can think of is to take the average magic find from the team, but that’d just nerf teams looking for high magic find. That or give a boost to magic find (as in wvw when outnumbered) with higher magic find given to more difficult dungeons and even more on the more difficult paths. Ex. Arah p4 should give like 3x the magic find as p3.
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please make this happen
http://www.youtube.com/user/randomfightfan/videos?view=0&flow=grid
It bugs me excessive amounts.
Before I continue I should let you know that I have a form of OCD where if anything on my right side (physical, visual, sound, etc.) isn’t proportional to my left side it causes me extreme discomfort. So for me, that visual icon that I can’t figure out how to hide, is in the wrong place. That small detail has made me hastily minimize the game multiple times, therefore, stopping me from enjoying this game. If that icon is on there for the entirety of the Lost Shores event, I won’t be able to enjoy any of it (assuming I’m even up for playing).
I know this shouldn’t be a big deal but it is for me, and therefore, probably for others as well. Please just allow us, the players, to shrink down that icon the same way you allow us to shrink down all other event icons… or at the very least, change the icon colour to match all other event icons.
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thx guys for the help, watching the vid now and I did mean Simin
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Could someone tell me exactly how to kill the last boss. The best I have found (and I did look around for a while) is to just burst her as hard as you can when she gets to 50% and pray she doesn’t reset herself. Is there a better way?
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After I finished the mission on claw island I got the message from Ghix and another from my sponsor telling me all about another dungeon. Both letters opened then I deleted both letters. Problem is, apparently the game didn’t register as me opening the mail so now yet another character is stuck when it comes to story mode
.
Please have the game send me that letter again. PLEASE. Game name is “dancing instructor” and I would really like to be able to continue my story.
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I sided with the Vigil with my warrior, chose to help the Skritt, and
“SPOILER BELOW”
went into the cave to save the missing scavengers from the destroyers. Problem is, after I save the first skritt and go to the 2nd, the 1st skritt goes to his dead girlfriend THEN STAYS THERE! Can’t move him and getting him brought into combat only moves him around temporarily but doesn’t save him. Getting his other friend killed does make the 1st skritt (the bugged one, other one works fine) go and res #2, but then #1 just reverts back to the spot where his dead gf is again. Getting #1 killed also didn’t do anything.
I have completed the mission and killed everything inside the cave. All I need to do is get the 1st skritt outside and then we’re done. I have exited the instance and restarted multiple times and ALWAYS run into the same bug. There are no more skritt inside the cave and my mission objective icon at the top right corner of my screen shows that I’ve completed all tasks.
SPOILERS END
Please fix this bug. It isn’t affecting me too hard right now cause I had already lost interest in the Warrior and have surpassed that point in my story with my Necro but it is still a serious issue that needs to be addressed. I only hope that it gets fixed before anyone else, especially someone who is enjoying their character.
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Well I’m just happy that this is getting some looking over, thank god. On top of that, how about give Lupi a 15s grace period before he is able to reset so that stupid resetting bug doesn’t ruin another arah run for anyone ever again. Thank you.
Btw, what I mean by the resetting bug is that he reverts back to full hp sometime in phase 2 even though there are people currently in the room and dealing damage to him.
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To Lorna, if you could show me how to do that or direct me to a video of that I would really appreciate it. I looked around a bit but couldn’t find anything.
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oh and the group I was with decided to stay in the dungeon for the rest of the night trying to find a way past that and to no avail. Ironically, through their experimenting, they found a way for the NPC to get out and past everything while also keeping us players locked out. I also managed to shadow step past the initial wall of the door but couldn’t get through the other half no matter what. Because of that, nothing could be done.
Oh, a solution just popped came to me, have a wp IMMEDIATELY appear as soon as the jotun dies, wait for it, BEHIND the door! there ya go, problem solved. YAY
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I am yet another victim of the door bug in arah path 1. Right after you kill the jotun all you have to do is go through the door that the npc opens and finish the dungeon. Problem is the npc doesn’t open that door! So sad.
Dear Arena Net, please just remove that door altogether so the dungeon can be completed.
Apparently, if the NPC DIES IN A FIRE, you know, the fire that is EVERYWHERE in that room cause the Jotun summons it, she won’t trigger the next event… awesome.
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and it doesn’t matter cause on path 2 he doesn’t have line spikes. GJ Alpha on 25 stacks, now try to hit someone :P
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tried to send u a msg but every time said unable to find recipient
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Just bumping, want someone who can fix this to see this post
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ok just faced him again and he reset from phase 2 with 5 people alive, fighting, and withing range. We were all in the room and he still reset…
Sometimes this happens when he agros onto someone who is up against the wall I have noticed. Best thing to do is to avoid the walls all-together anyway, it’s a bad place to be backed up into especially if u get downed.. making it hard for people to res you.
good point but still unacceptable for such an important boss. If he is aggroing someone in his own little room, there should be a 0% chance that he will randomly reset under any situation.
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ok just faced him again and he reset from phase 2 with 5 people alive, fighting, and withing range. We were all in the room and he still reset…
http://www.youtube.com/user/randomfightfan/videos?view=0&flow=grid
true but those situations aren’t nearly as big a deal as when fighting a horrible monster. Besides, changing the reset time on a single monster would seem an easier job than changing the reset time of every minion in the game (unless they all share the same line of code that affect all their reset timers).
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Well said zencow
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Not sure that I agree with the stealth “fix” proposed by nachtnebel for this fight. Lupi is already pretty easy when someone with shadow refuge goes around and returns downed players to combat. Someone needs to be visible for the boss to stay engaged imho. Having a stealthed player able to keep a boss in combat leaves to much room for exploiting the encounters mechanics.
I think you misunderstand what I meant when I talked about Lupi not resetting when someone goes stealth. I don’t mean that if there is a stealth player in the room he shouldn’t be able to reset, no. What I’m saying is that it’s 100% wrong and unfun that after 2 seconds of being stealth from my thief’s heal, Lupi decides to regenerate his hp back to full and continues to attack me the moment I unstealth. That just shouldn’t be possible for any boss in any game.
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Still why should stealth be punished soooo hard when it was put into the game to be used strategically? The whole point of stealth is to make it so the enemy won’t know where you are for a short while and for the player to be able to take advantage of that situation. Your situation #1 should not be “working as intended” that should also be considered as a bug. Like I said before, a 10-15 second grace period would allow for more strategical options without severely punishing the player for simply using one of their most important abilities.
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Everyone know that Lupi is hard but that isn’t the problem. The problem is that he is allowed to reset FAR too easily. Twice today I was up against him and he resets with people in the room, attacking him. One time I was downed just inside the gate, an ally came to res me, another at the other end distracting Lupi. At this time (remember, 3 alive people INSIDE the room) he decides now would be the best time to reset himself to full hp.
This is a major annoyance obviously. My only suggestion to fix this would be to give the players a grace period of about 10-15 seconds before he is allowed to reset. That is 10-15 seconds of him not taking any damage at all and not finding a target to attack.
This change would also greatly increase the strategy allowed in this boss fight. Mesmers and Thiefs could invis for a few seconds to buy some time for their teamates to get back or even to res downed members. This would allow for increased kiting because you would be able to recognise when the boss is feeling unchallenged so you can move back in closer without having to reset the entire fight. There are more situations where this would help and make the fight seem much less cheap and rage inducing.
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if you dodge an attack when making your quicker getaway you’d still get the speed boost. Besides wouldn’t you rather have the ability to get those bonuses when you use any of the above mentioned abilities, roll for evasion, the healing dodge ability, AND the basic dodge mechanic over JUST the basic dodge mechanic? The change I’m suggesting does make activating those boons more difficult but also rewards you in a way that means you can get MANY more stacks of might and swiftness than would otherwise be possible with the way the trait is now.
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All the traits that give “x” when you press the basic evade button need to be changed slightly. Instead of receiving these boons when you mindlessly press v, only give the boons when you actually DODGE an attack. That means when you time something correctly and evade using the s bow, dagger/dagger, or sword/dagger 3 skill; in addition to using the basic evade mechanic; you gain those boons. The balance to this would be to remove the mechanic where you gain the boons when you fail to dodge anything.
The Thief was created to be a high skill cap profession. This change would reward the players for being more skill full. The change would also, in my opinion, increase the fun-factor when you begin to master your character.
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it’s the thief one and yes that is a problem that needs to be addressed to but imo the way it acts under the effects of haste are even more problematic as I do MANY dungeon runs. Btw, thank you GW2 staff for adding karma to dungeons
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Currently, if you have quickness active it halves the cast (dodge) time you get from when you use disabling shot. This is a single case as neither death blossom nor evasive strike suffer from this effect (they both still maintain the full cast (dodge) time as if you didn’t have quickness activated. Even the neutral dodge action (that is used for every race) and every one of the thief’s “skill” abilities remain unaffected.
Simply making it so disabling shot wouldn’t respond to the effects of quickness would be greatly appreciated as it makes it twice as difficult to properly dodge an enemy’s attack.
The best example I can think of would be when facing alpha in the Crucible of Eternity, if you try to use that ability to dodge his aoe while quickness is activated, you have to have perfect timing to avoid just the first attack (without running out of the aoe). Even if your timing is perfect, his secondary attack WILL hit you unless you are relentlessly spamming 3 to avoid everything, thus running out of initiative.
Also on a side note, could the universal evade ability overrule all other current actions? Please. It is frustrating when you hit the evade key at the proper time to actually evade, but instead have to watch 2 more attacks play out first because you hit your keys too fast.
Thanks
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