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Crystal Black.8190

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Posts posted by Crystal Black.8190

  1. I am wondering why don't the raceway, and the mini games have their own door in lionsarch? Instead they are hidden behind NPC dialogue. At first I didn't realise this content even exists and thought all race achievement had something do to with the one in the labyrinth.

    I encountered a similar problem with the festival collection achievements, that are located under collection instead of the festival tab. I learned about them by reading a third party Halloween guide. Why aren't they for example in the lunatic wardrobe part of the festival achievement section?

     

    I would encourage the devs to change that for next year, because I feel I might not be the only one unintentionally missing some of the Halloween content.

  2. > @"mindcircus.1506" said:

    > > @"ZeftheWicked.3076" said:

    > > Player dedication is often powered by **reasonable, predictable, and achieveable** rewards. Difficulty of acquisition being the variable aspect of reward system but not it's certainity.

    > > In short if you put in a certain amount of work, be it your earned gold to buy a skin on tp, or clearing hard content -**appealing reward must be certain** with RNG **being a chance to bypass the full procedure** but never the sole method of acquisition.This however does not seem to be the case in many points of the game still.

    > >

    > > Want sunless weapon? RNG baby, nothing else. No achievement or tokens to get Teq hoard after x amount of runs or doing achievements.

    > Someone needs to explain to me why something as low-effort as Teq should be providing guaranteed ascended weapons.

    >

    >

     

    Why should fractals raids pvp wvw or crafting provide guaranteed ascended weapons?

  3. > @"Danikat.8537" said:

    > IMO rewards which are only nice for people who don't actually care if they get them or not are not good rewards. That means it's not motivating players, and may be actively discouraging others.

     

    At least this is true for me. Building legendaries etc is a nice long term goal at one point you can get them. With super low drop rates of bosses it is highly unlikely to ever get what you desire. I rather spent my time working on something i can obtain instead on trying to get a rng reward.

    Rewards should either be rare but tradeable or accountbound, but guaranteed after x amount of time/things done.

  4. There are some skills in gw that allow you to grant a life steal effect to allies, but they dont behave all the same.

     

    Necromancers Vampiric Aura, Signet of Vampirism and Renegades Soulcleave's Summit use the players own stats to calculate the damage and healing of the life steal effect.

     

    Heralds Facet of Nature grants a life steal aura while in assassin form, but this one uses the affected players stats instead of the heralds.

     

    Thiefs Leeching Venoms lets shared venoms steal life. This one uses the thiefs power for the damage calculation, but the affected allies healing power for the healing part.

     

    The current system is very confusing and all life steal shares should work the same. I prefer if all skills would use the players own stats for the effect calculation, so the numbers shown in the skill description are correct, but please unify the system to make it less confusing.

  5. > @"Fueki.4753" said:

    > They have been designed as rewards for being blessed with luck after doing the related content.

    > It's too keep people doing that content ove rand over again, in the hopes of getting those skins.

    >

    > They are practically the same as the stupidly rare mount drop from the Lich King in WoW's Icecrown Citadel.

     

    People are doing them because they are profitable for the average player. PoF Metas have rare valuable minis as drop, but no one ever does them, because the rewards are bad for everyone, except the rare lucky one who gets something valuable.

  6. The loss part is the worst thing in existence across all dungeons and I hate it too.

    My go to strategy is for a person to pull all elementals in the room to the gate and wait there while blocking and outhealing their damage. Then two players pull the oozes to the gate. If the oozes are close to the gate the other players kill the elementals. The 2 players can now lead the oozes to the gate before the elementals respawn. It lets you do this part of the dungeon within a few tries. Don't forget to leave the room and reset it if necessary, instead of continuing with a messed up room.

  7. As I understand the reason the exalted exist is to protect and serve aurene. But there are no exalted anywhere in our fight against kralkatorrik or jormag (except a lonely exalted in the forge). There is not a single exalted in the eye of the north looking after her. The only lore explanation I could come up with is that aurene gave them a special mission they are busy with.

    Unfortunately I fear the writers forgot them instead of merging the exalted with the crystal bloom.

  8. Something I would like to add is that the final boss seems to miss an attack that targets players. Everything the boss does are AoE patterns. The main part of the fight is moving in some direction. The title dancing with demons is definitely fitting. But it is weird, that the boss ignores what players are doing and where they are standing. You can rez players without any pressure from the boss. I would prefer if the boss targets a certain player similar to arkk with his pizza slice attack. One of the players gets locked and the AoE indicators move if the targeted player moves.

  9. So lets go through it.

     

    I like the start of the fractal, the little jp and the air boss. If the goal is to teach the boss mechanic i would require the group to succesfully finish the jump part of the air elemental. If your group fails you take some damage and get another try with more time to do it. If that fails you again take damage and get a try with even more time and so on. Otherwise the elemental has nice attacks, like a big aoe, orbs that knock you back, ligthning fields that follow you. It is a fun fight.

     

    The way to the water"boss" is bad. If expected you need to kill the enraged elementals to be able to talk to the frigthened elementals. Instead you can just skip the enemies, interact with the npc's and continue running. It is a little strange, especially because there is a mechanic that requires you to kill the fire elementals. The waterfalls animation that pushes you over the cliff and the one that does nothing are in my opinion way to similar.

     

    The boss-stone is one of the most boring fights in the fractal. I guess it is there to teach you the water orb mechanic, but the orb doesnt seem to spawn below t4. So why does this fight exist? It is like hitting a test-golem.

     

    The way to the fire boss is fine, except you can jump over the second wall. Maybe over the others too. There are so many invisible walls in the fractal. There should be a wall too, if the elementals are still alive.

     

    Fire boss should teach you the meteors, but it does nothing except that. Even then it is just waiting for the meteors to fall and until the boss invuln phase ends. Thats nice the first time you do the fractal, because it sets the focus on the meteors, but every time afterwards it is a waiting game. I would remove the invulnerability from the boss while the meteors fall and give it another of the end-boss attacks, like fire balls that move in from the edge of the plattform.

     

    The way to the final boss is another waiting game. Why do we need to wait until the dialouge finishs until the gate opens, why do we need to wait for the next dialouge for the stone plattforms to appear. Cant we listen to the dialouge while walking up to the final boss?

     

    The air phase of the final boss is in my opinion the most interesting one, maybe because i also liked the air elemental the most. Why does she disappear at the start of the second phase, while the meteors fall? This is another waiting game, where you have nothing to do, but walk a bit around and jump sometimes. Can more meteors fall or the boss continue with some attacks during this phase?

    Water phase is definitly the most boring one. You either wait the time while she is in the tornado, cycling who has the water orb debuff, while stacking on a point or you melee her inside the tornado and heal against its damage. Most attacks dont hit inside the tornado, so it seems to be a safer place than outside. I guess it is intended not to stand inside the tornado, but there is nothing to do except waiting outside. It seems like the desgin goal for this fractal was to make the player wait as much as possible. If i compare it with other fights there is always something to do if a boss goes invulnerable/unattackable. Svanir shaman summons an ice golem and doesnt reapper until you killed it. Grawl shaman gets a shield that you can break and summons lava elementals. Arkk has towers you need to destroy. Ensolyss has circles you need to cap. Mama has the knights to be killed. In other fratcals there are mechanics you actively need to do to continue the fight. In the new fractal all you can do is wait for the water tornado to end. I will enjoy this phase much more if there is a change in the spirit of the mentioned ones. Like a shield on the boss that we break by crossing the blue tether of the water orb through her. The outer water wall animation of the arena blocks your view if you are max zoomed out. I like the animation, but not directly in front of my view.

     

    CM is fun, but there are a few things i would like to mention. The attack from failing the jump orb phase can be dodged. For a cm i feel it would be fitting if you cant dodge/block the attack if you fail the jump phase. Failing a major mechanic should have consequences. The impact damage of the meteors seems to be larger than the inner circle indicates. CC seems to be required too frequent to justify the large breakbar. I would argue for either a large breakbar, but a longer time between them or a smaller breakbar, but keep the current intervall.

  10. > @"Erick Alastor.3917" said:

    > I'll start to worry when despite bringing a core war and an alaren, cc still won't be enough.

     

    It works kind of. I played berserker with maces, 3 utilities with cc and headbutt. Meanwhile my group still spammed consumables. I think the cc required would be fine, if it werent so frequent. Skills have cd too. Meanwhile consumables have a short cd. We ended up to cc her every second time.

     

     

  11. So i recently got to play the last episodes and i discovered the lost spirits werent consumed, but corrupted. I didnt yet explore the whole map, but is there any information what happened to owl? Did owl get consumed like its shaman told us or is it kept somwhere by jormag?

  12. It is awesome! I am still not sure if I want to get it or not, because of the flashy animations like the grass/flower footprints. I would prefer a much simpler version of a mount that fits my sylvari characters like a upscaled sylvan hound model without special animations, well maybe a decent glow in the dark effect would be okay.

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