Showing Posts For szemyq.6951:
is there any chance for the leapfinisher from magnetic grasp getting fixed? or is this all an unintended bug as its not stated as finisher in the tooltip?
at the moment it shows the combo (and even the visual effect of fiery aura e.g.) but actually doesnt trigger the effect with the exception when magnetic grasp still bugs as pre patch and continues to pull you to your target after reaching it. if this pre patch bug occurs (and it still does sometimes, especially on bigger foes) the effect is applied as well and (auras e.g.) are shown next to your boons/conditions.
either way is it bugged atm and not very satisfying.
any official statement about the state of magnetic grasp would be appreciatet
i dont know why trashmobs and even bosses in dungeons are reseting after you run just through and past them. i also dont know why you can engage the final boss if other bosses are still alive. i dont see the point in it as it rewards the full amount of tokens while not killing the full amount of bosses.
i cant imagine this is intended. if you dont want people to fight those packs/bosses why you place them there anyway?
if this mechanic exists simply to pull single mobs out of a tough mobpack using funky tricky pulls by permarooting one reseting mob, i should disclose its not a good solution.
i would like to see mobs not reseting and finalbosses not beeing able to engage as long as previous bosses are undefeated.
as long as this mechanic exists people will allways min/max on min effort for max rewards.
at the moment dungeons are a simple grindfest and the so called prestigearmor is (again) a simple “i have no life and can repeat the youtubefarmguides 20 times a day” armor. unfortunately.
i would like to see something similar too. since you can improve your challenge while leveling, once you hit level 80 this possibility is gone.
on the other hand i often had the problem while leveling in areas above my level that i engaged more mobs than i could handle since i pulled everything in the area around me. so its a fine line between getting a proper challenge and being overwhelmed by unintentional mobpulls.
but an option to get downleveled beyond the normal downscaling but keeping the normal aggroradius would be nice
congrats n stuff but to me this is the visual evidence for the devs to fix this poor dungeon gating. skipping, glitching and exploiting is a common behavior (even in 5 man groups) that needs to be adressed rather sooner than later.
plz arenanet fix this as it is nearly impossible do finish a dungeon in a PUG without skipping and exploiting.
sign to the OP
no sry
SIGN!!!!
the possible exploits and skips in the dungeons are a big shame. a shame to the players abusing it and a shame to the developers not gating the dungeons properly.
these are – imo – the biggest flaws of the dungeons. poor gating