Jump to content
  • Sign Up

Sniper.5961

Members
  • Posts

    52
  • Joined

  • Last visited

Sniper.5961's Achievements

Newbie

Newbie (1/14)

  1. > @"Hollowperspectiv.3047" said: > Thank you for fixing this..> @"Sniper.5961" said: > > > @"Karl McLain.5604" said: > > > Hi there. Just wanted to say we're aware of the issue and are investigating. > > > > I am really happy you fixed it, ty :). The whirl finisher from the other dodge trait "impaling lotus" still doesnt work btw, would be great if you yould fix that one, too. > > I would test it one more time. Working fine for me. > > Note that you do need to be in combat for that projectile finisher to trigger. > > ---- > > Thanks for fixing bound. ok nevermind i was not in combat
  2. > @"Karl McLain.5604" said: > Hi there. Just wanted to say we're aware of the issue and are investigating. I am really happy you fixed it, ty :). The whirl finisher from the other dodge trait "impaling lotus" still doesnt work btw, would be great if you yould fix that one, too. Edit: Nvm i was not in combat it is working as intended
  3. > @"Astralporing.1957" said: > > @"Sniper.5961" said: > > > @"Black Storm.6974" said: > > > Agony excluded, right now for inexperienced players doing T1 Fractals, fighting the last boss of Sunqua Peak is kind of like fighting a strong T4 boss (obviously a really frustrating experience). I’m confident ArenaNet can see or at least guess the problem by watching at their metrics. > > > > > > The difficulty at low tiers needs to be reduced a lot to make it more in line with other low tier Fractals. > > > > Why? The cc requirement is a lot less than t4 > You should not be comparing with t4. You should be comparing with other fractals _within the same tier_. And this fractal on t1/t2 definitely feels as if it should belong at least a tier higher (and wouldn't even be counted among the easier of the fractals in that next tier). > > It's not the first time it happened, by the way (with the most dramatic case happening with Shattered observatory, when originally, before it got fixed, T1 was around middle-t3 tier and was massively harder than other t1 fractals). Nowadays, when making new fractals, Anet makes the t4/CM first, and then tries to scale it down for lower tiers. This is exactly opposite to how the original fractals were made, and usually results in new fractals being way overscaled in lower tiers initially (until Anet eventually goes around to fixing it). > > I was comparing it to t4 because the guy I quoted wrote that t1 sunqua endboss is like fighting a strong t4 boss even though that's not the case. So I quoted his comment and was referring to it. After I wrote that I also explained why it makes sense for the fractal to be the way it is. People have to learn the mechanics in t1 and need to get enough damage to make failing a mechanic noticeable. Maybe even with stability unavoidable cc instead of damage would work out, too. You could then replace the cc with damage in higher tiers. Doing so maybe even be a decent middle ground. New people would learn the mechanics and not fail the boss over and over again. It would create a false image of the boss fight though.
  4. > @"Black Storm.6974" said: > > @"Sniper.5961" said: > > > @"Black Storm.6974" said: > > > Agony excluded, right now for inexperienced players doing T1 Fractals, fighting the last boss of Sunqua Peak is kind of like fighting a strong T4 boss (obviously a really frustrating experience). I’m confident ArenaNet can see or at least guess the problem by watching at their metrics. > > > > > > The difficulty at low tiers needs to be reduced a lot to make it more in line with other low tier Fractals. > > > > Why? The cc requirement is a lot less than t4, everything does much less damage, and you don't get downed when failing a mechanic, you just get a bit of damage, the boss has a lot less hp, the blue tether gives you stacks so slowly the mechanic becomes irrelevant. I don't think the boss should get any more easy than this otherwise people will not even realize when they make mistakes. And its important that people realize when they fail a mechanic, in fact I think the blue tether should get buffed in t1 in a way that the stacks are applied a lot quicker but the damage you get for failing it should be minor while noticeable. It's by design a mechanic heavy boss and t1 is there to learn it. So if you want people to learn the mechanics of the boss they have to be punishing enough to make them noticeable. Because if they are not people fail to learn. Another point is that Sunqua is the last frac before entering a higher tier so you can view it as a trial for the higher tier. The only criticism I have is that there is no ingame guide. There are mini bosses that should teach you the storm phase, the meteor phase and the blue tether, but the blue tether will go unnoticed. In my opinion there should be a book before the boss that explains mechanics again. To not break the immersion it could be implemented as combat notes from prior adventures or something like that. Implementing breakbar tutorial in the fractal lobby would be helpful as well. > > You have to consider that inexperienced players don’t generally look for well organised party compositions and often they play with other inexperienced players. The damage they can take in Sunqua Peak is far higher than what they take in any other Fractal. > > If someone don’t have any problem completing Sunqua Peak T1 (in a group of similarly experienced players), then could easily go straight to try most T3 Fractals (AR requirement excluded). > Could be nice having to care about what happens in a fight, but almost no other Fractal forces players to do that, especially not in T1. > Also, Most players doing T1 Fractal could be inexperienced players which have yet to learn the basics of the combat system (which the game totally fail at teaching), and that often feel overwhelmed by all the things they have to learn and pay attention to. > > Imagine a group of inexperienced players that try Sunqua Peak T1, suffering for hours at the last boss (something common), failing or barely completing it. Most of them would barely learn anything, also they could not want to try it ever again. > > We are talking about the lowest Fractal tier and Fractal is the main instanced repeatable content still supported by ArenaNet and available to any player since level 80. I see no reason to give such an unpleasant experience to new players. Sure, they could just avoid that Fractal and many of them will do that. You absolutely do not need a propper group composition for that frac on t1, i took that into consideration. The damage is still minimal, you dont even need a dedicated healer in CMs for it. What do you think should be done about the frac? I think its fine as it is, it has to train people for the higher tiers afterall, the general problem is, as you already wrote, that the game does not teach players about combat mechanics (Breakbar including exposed debuff, keybinds, boons, conditions and how to remove them, stunbreaker, soft and hard cc, combos, prestacking, skipping, /gg, kiting, pre and aftercasts, special action key, not to mention all the weird defaults that you have to reconfigure) , builds (gear and its aquisation, role, rotations, traits and utilities, buffood, frac potions and ar to precision conversion, attuning und infusing rings,"unique" gear), groupcompositions (What makes sense and why and where), standart bossmechanics and knowledge of tools to monitor your own and your groups performance (like arc dps and its logs). If that would be the case we would not have this thread, the skillgap between average and decent players would be not that high and content could be balanced a lot better as a result. Its a know how problem that got failed to be addressed for a long time.
  5. > @"Rodrick.1942" said: > Another problem is no one think cc is their job these days. because everyone want to see the big big dps on Arcdps panel. > > I also have some bad experience with pug that an alacren camp on sword most of time..only use staff for cc once or twice. > @"DKRathalos.9625" said: > > @"Rodrick.1942" said: > > Another problem is no one think cc is their job these days. because everyone want to see the big big dps on Arcdps panel. > > > > I also have some bad experience with pug that an alacren camp on sword most of time..only use staff for cc once or twice. > > Which is why arcdps is kind of bad in this term. That thing shouldn't exist in the first place. Arc dps has now an option to display breakbar damage so its really helpfull in that regard. And why shouldnt it exist in the first place? An acurate feedback of the performance of players especially in the form of logs is the best thing that has happened to the pve community.
  6. > @"Black Storm.6974" said: > Agony excluded, right now for inexperienced players doing T1 Fractals, fighting the last boss of Sunqua Peak is kind of like fighting a strong T4 boss (obviously a really frustrating experience). I’m confident ArenaNet can see or at least guess the problem by watching at their metrics. > > The difficulty at low tiers needs to be reduced a lot to make it more in line with other low tier Fractals. Why? The cc requirement is a lot less than t4, everything does much less damage, and you don't get downed when failing a mechanic, you just get a bit of damage, the boss has a lot less hp, the blue tether gives you stacks so slowly the mechanic becomes irrelevant. I don't think the boss should get any more easy than this otherwise people will not even realize when they make mistakes. And its important that people realize when they fail a mechanic, in fact I think the blue tether should get buffed in t1 in a way that the stacks are applied a lot quicker but the damage you get for failing it should be minor while noticeable. It's by design a mechanic heavy boss and t1 is there to learn it. So if you want people to learn the mechanics of the boss they have to be punishing enough to make them noticeable. Because if they are not people fail to learn. Another point is that Sunqua is the last frac before entering a higher tier so you can view it as a trial for the higher tier. The only criticism I have is that there is no ingame guide. There are mini bosses that should teach you the storm phase, the meteor phase and the blue tether, but the blue tether will go unnoticed. In my opinion there should be a book before the boss that explains mechanics again. To not break the immersion it could be implemented as combat notes from prior adventures or something like that. Implementing breakbar tutorial in the fractal lobby would be helpful as well.
×
×
  • Create New...