Post the bad Mistlock instabilities combinations! — Guild Wars 2 Forums

Post the bad Mistlock instabilities combinations!

Primal Duolog.9863Primal Duolog.9863 Member ✭✭
edited January 14, 2019 in Fractals, Dungeons, and Raids

With the new Mistlock instabilities added today, there will be new interactions between instabilities or with the fractals themselves.
Some of these instabilities will probably make the fractals themselves ridiculous to complete.

If you have encountered any terrible combinations do post them here so it is visible for easy reference.
Format:
Fractal name:
Undesirable combination:
Description (if any):

Comments

  • Gambino.2109Gambino.2109 Member ✭✭✭

    Social + Last laugh + (any aoe causing instability on an aoe heavy fractal)

  • Nomad.4301Nomad.4301 Member ✭✭

    Literally anything With Slippery Slope. :'(

  • FYI slippery slope is being removed from two fractals

    https://en-forum.guildwars2.com/discussion/65249/bug-slippery-slope-cliffside-and-underground-facility
    @Benjamin Arnold.3457 said:
    We've discovered a bug in which the Slippery Slope instability is enabled for the Cliffside and Underground Facility fractals. We will fix this in a future patch.

    "Face the facts. Then act on them. It's ...the only doctrine I have to offer you, & it's harder than you'd think, because I swear humans seem hardwired to do anything but. Face the facts. Don't pray, don't wish, ...FACE THE FACTS. THEN act." — Quellcrist Falconer

  • DoNotBelieveMe.3029DoNotBelieveMe.3029 Member ✭✭
    edited January 13, 2019

    Fractal: Molten Furnace
    Instability: Slippery Slope
    Description: Mistlock on the lava JP virtually inaccessible with this. Climbing up to the torture chamber is also more torture than the chamber itself.

    Fractal: Shattered Observatory
    Instability: Sugar Rush
    Description: Affects solar blooms, shorter telegraph before actual explosion than compared to without sugar rush.
    At Arkk solar bloom phase, also seems to detonate solar blooms earlier even when they are out of range of towers, even when the growing arena aoe that marks how much time you have left has not completely filled the platform.

    Fractal: Shattered Observatory
    Instability: Slippery Slope
    Description: At Arkk, The green circle mechanic is sometimes visually de-synced for players. This problem is exacerbated by the slippery slope instability that further visually de-syncs players. What I mean by this is that at the last moment right before the mechanic goes off, players may appear inside on their screen but have already slid out on another player's screen and thus fail the mechanic.
    May be due to what i would assume is the rate of player position update by the server or latency.

    Fractal: Non-applicable
    Instability: Combination of Mist convergence + We Bleed Fire
    Description: Triggers enhanced fireballs from Champion Rabbit and Mossman, that can virtually one-shot on a glass build if you accidentally cleave them the moment they spawn next to you without warning. Also seem to trigger we bleed fire from the orbital strike mist convergence even though that thing has no hp.

  • Safandula.8723Safandula.8723 Member ✭✭✭

    Frality+ social + slippery

  • Today : Siren's Reef
    Frailty + Sugar Rush.
    Did it with 1 elem + 1 DH (8k HP so) and a semi-AFK druid (means no heal, no spirits boon etc), that was terrible.
    We didn't even start the fractal : Bristelback's spike barrage > instant wipe; same with a lot of enemies, specially the final event. One reroll with a FB as 2nd healer (also because DH and chrono cannot take reflection). A lot of fun, and wasted time.

    Actually I'm not mad with Slippery Slope; it's ... fun !?

  • Eramonster.2718Eramonster.2718 Member ✭✭✭
    edited January 14, 2019

    Aetherblade Fractal - Instability: Birds.
    Constantly being attacked during trap puzzles/ shutting down the terminals. Movement restricted by traps and wouldn't help either way since the birds will still attack with nothing to transfer.

    Slippery Slope - S.O 100cm. Can't be worse for a fractal that needs to constant move for position or avoiding telegraph attacks. 1 slip up severely punishes the player/party :tongue:.

    Bad enough to effect regulars players performance, totally unpleasant attempting with PuG.

  • Swampland Fractal.
    Instabilities: -No Pain, No Gain
    -Toxic Trail
    -Frailty

    Is it necessary to explain?

  • Primal Duolog.9863Primal Duolog.9863 Member ✭✭
    edited January 14, 2019

    Just in general, would be nice if the instability issues being highlighted by players addressed stuff that interferes with the mechanics of the fractal.

    Eramonster's post about Aetherblade Fractal is a good one, since it involves working with reduced movement speed due to being in combat with birds and also DoT+ almost no dodging ability in the tight space of lasers during puzzle part, In a sense it is worse than flux bomb is on that fractal.

    Of course this is not to say combinations of less hp on players + more dmg from mob + lots of mobs is not worth complaining about, but it will probably end up in with snide comments from other players like ' lol git gud' that I saw from the new instability threads after the update.
    We also won't know if they will ever address this. Toxic Trail has been in swampland fractal for over a year, and they decided to keep it in even after the change to instabilities. It would probably be more cancer with the lower hp with Fraility and extra might and fury from NPNG(for mob auto attacks) than before though. But it seems the view so far is ' If there is counter-play, we will just keep stacking them' and the apparent counterplay to Toxic Trail in swampland is 'there is a lot of space to run around'

  • Henrik.7560Henrik.7560 Member ✭✭✭

    99CM
    adrenaline rush, social awkwardness, outflanked.
    description: the enrage+flanking buff causes adds that spawn behind or to the side to delete your existence. The enrage buff went from 50% to 150% and the flanking bonus is 300% which comes to a total of 450% increase damaged, so a 3k hit can do 16.5k

    100CM
    Slippery Slope + Social Awkwardness + adrenaline rush
    extremely difficult to keep up buffs and stay stacked since the bosses require a lot of movement and the orbs at the 80/50/30 phase in arkk are difficult to push into posts when you are sliding around. not really something that's bad its just difficult and takes a new level of gameplay :P

    [eA] Sakura | Kaineng

  • Most of the new instabs are actually ok and can be deal that with by a good group. But slippery Slope has no place in fractals and should be removed

  • phs.6089phs.6089 Member ✭✭✭✭
    edited January 14, 2019

    Annoying deepstone today with birds and fire, Have to waste dodges and froced to dodge on puzzle, don't want to talk of last boss, when you dodge end up outta platform and die in fire.
    Same fire spam in Swampland like its has not enough trash spam

    Annoying af

    Va'esse deireádh aep eigean, va'esse eigh faidh'ar

  • DoNotBelieveMe.3029DoNotBelieveMe.3029 Member ✭✭
    edited January 14, 2019

    @Ceistebi.4023 said:
    t4 deepstone: Birds and Fire one. You're either on fire (4+stacks) or being pecked at by birds. It's seriosuly annoying and just spammy, not even fun.

    @phs.6089 said:
    Annoying deepstone today with birds and fire, Have to waste dodges and froced to dodge on puzzle, don't want to talk of last boss, when you dodge end up outta platform and die in fire.
    Same fire spam in Swampland like its has not enough trash spam

    Annoying af

    Before going into Deepstone today I saw these posts and was like "It couldn't be that bad".
    But after going through it personally it really is one hell of an annoyance to get through for the Voice boss fight.
    This is something that the Dev needs to experience first hand, for the Voice boss fight with this instab combo to truly understand why players are complaining.

  • @DoNotBelieveMe.3029 said:

    @Ceistebi.4023 said:
    t4 deepstone: Birds and Fire one. You're either on fire (4+stacks) or being pecked at by birds. It's seriosuly annoying and just spammy, not even fun.

    @phs.6089 said:
    Annoying deepstone today with birds and fire, Have to waste dodges and froced to dodge on puzzle, don't want to talk of last boss, when you dodge end up outta platform and die in fire.
    Same fire spam in Swampland like its has not enough trash spam

    Annoying af

    Before going into Deepstone today I saw these posts and was like "It couldn't be that bad".
    But after going through it personally it really is one hell of an annoyance to get through for the Voice boss fight.
    This is something that the Dev needs to experience first hand, for the Voice boss fight with this instab combo to truly understand why players are complaining.

    Agreed! I did the T4 Deepstone with Birds and Fire instability and didn't think it would be too bad. I was wrong. For some reason in that fractal, especially the Voice fight, that combination was just really annoying and not fun. Fire seemed to make Birds much worse to deal with for some reason. My first PUG wiped about 4 times to it and disbanded. My second PUG (very good team) got it first try. Can't remember the last time I was in a T4 PUG wiped on final boss of Deepstone.

    From the comments in both groups, it seems like no one likes the Birds instability. One suggestion - could you not have the birds attack you when you are defenselessly flying through the air after being knocked off the bridge, or sentinel, or final boss fight? Being attacked while not being able to dodge (not that this actually causes all of the birds to stop attacking you anyway) just adds to my level annoyance with this instability.

  • Critical Lag.9075Critical Lag.9075 Member ✭✭
    edited January 14, 2019

    I hate all instabilities. They don't add any fun or meaningful challange to the fights, they are just annoying quirks. I casually clear t4 and some CMs and it got much more stressful after latest patch. I wish fractals would be designed in challanging way and not relying on those quirks for difficulty.

    Combo: Toxic trial, afflicted, we bleed fire @ siren's reef final boss -> Whole area is covered in toxic sludge, every trash shoots additional burning projectile and every time you get hit you get an extra codnition applied to you.

    Honestly there are a lot of super annoying combos for that boss.

  • Neutra.6857Neutra.6857 Member ✭✭✭

    So I think one of the problems when you have the birds that form the juvenile ravens is that they proc the other instabilities like the fire instability, or the explosions of last laugh.

  • @stone cold.8609 said:

    @DoNotBelieveMe.3029 said:

    @Ceistebi.4023 said:
    t4 deepstone: Birds and Fire one. You're either on fire (4+stacks) or being pecked at by birds. It's seriosuly annoying and just spammy, not even fun.

    @phs.6089 said:
    Annoying deepstone today with birds and fire, Have to waste dodges and froced to dodge on puzzle, don't want to talk of last boss, when you dodge end up outta platform and die in fire.
    Same fire spam in Swampland like its has not enough trash spam

    Annoying af

    Before going into Deepstone today I saw these posts and was like "It couldn't be that bad".
    But after going through it personally it really is one hell of an annoyance to get through for the Voice boss fight.
    This is something that the Dev needs to experience first hand, for the Voice boss fight with this instab combo to truly understand why players are complaining.

    Agreed! I did the T4 Deepstone with Birds and Fire instability and didn't think it would be too bad. I was wrong. For some reason in that fractal, especially the Voice fight, that combination was just really annoying and not fun. Fire seemed to make Birds much worse to deal with for some reason. My first PUG wiped about 4 times to it and disbanded. My second PUG (very good team) got it first try. Can't remember the last time I was in a T4 PUG wiped on final boss of Deepstone.

    From the comments in both groups, it seems like no one likes the Birds instability. One suggestion - could you not have the birds attack you when you are defenselessly flying through the air after being knocked off the bridge, or sentinel, or final boss fight? Being attacked while not being able to dodge (not that this actually causes all of the birds to stop attacking you anyway) just adds to my level annoyance with this instability.

    i saw Deepstone and i just changed to my healer scourge and did it first clear
    i take Corrosive Poison Cloud to counter we bleed fire from the Voice boss the fire from the adds just ignore them with barrier and cleans
    the bird however are annoying during the puzzle because they do alot of DMG and i didnt have much LF left in the end of the puzzle

    but Siren's Reef as a fractal is too much adds and mechanics and alot of condi my team wiped 3 times in it

  • Ceistebi.4023Ceistebi.4023 Member ✭✭
    edited January 15, 2019

    @DragonFury.6243 said:

    @stone cold.8609 said:

    @DoNotBelieveMe.3029 said:

    @Ceistebi.4023 said:
    t4 deepstone: Birds and Fire one. You're either on fire (4+stacks) or being pecked at by birds. It's seriosuly annoying and just spammy, not even fun.

    @phs.6089 said:
    Annoying deepstone today with birds and fire, Have to waste dodges and froced to dodge on puzzle, don't want to talk of last boss, when you dodge end up outta platform and die in fire.
    Same fire spam in Swampland like its has not enough trash spam

    Annoying af

    Before going into Deepstone today I saw these posts and was like "It couldn't be that bad".
    But after going through it personally it really is one hell of an annoyance to get through for the Voice boss fight.
    This is something that the Dev needs to experience first hand, for the Voice boss fight with this instab combo to truly understand why players are complaining.

    Agreed! I did the T4 Deepstone with Birds and Fire instability and didn't think it would be too bad. I was wrong. For some reason in that fractal, especially the Voice fight, that combination was just really annoying and not fun. Fire seemed to make Birds much worse to deal with for some reason. My first PUG wiped about 4 times to it and disbanded. My second PUG (very good team) got it first try. Can't remember the last time I was in a T4 PUG wiped on final boss of Deepstone.

    From the comments in both groups, it seems like no one likes the Birds instability. One suggestion - could you not have the birds attack you when you are defenselessly flying through the air after being knocked off the bridge, or sentinel, or final boss fight? Being attacked while not being able to dodge (not that this actually causes all of the birds to stop attacking you anyway) just adds to my level annoyance with this instability.

    i saw Deepstone and i just changed to my healer scourge and did it first clear
    i take Corrosive Poison Cloud to counter we bleed fire from the Voice boss the fire from the adds just ignore them with barrier and cleans
    the bird however are annoying during the puzzle because they do alot of DMG and i didnt have much LF left in the end of the puzzle

    but Siren's Reef as a fractal is too much adds and mechanics and alot of condi my team wiped 3 times in it

    I did the same thing basically. I had done the other two on my dps weaver, then couldn't get past the shadow boss in deepstone and swtiched to my healer/support druid for the rest of it.

  • Lord of the Fire.6870Lord of the Fire.6870 Member ✭✭
    edited January 15, 2019

    @Zhaid Zhem.6508 said:
    Today : Siren's Reef
    Frailty + Sugar Rush.
    Did it with 1 elem + 1 DH (8k HP so) and a semi-AFK druid (means no heal, no spirits boon etc), that was terrible.
    We didn't even start the fractal : Bristelback's spike barrage > instant wipe; same with a lot of enemies, specially the final event. One reroll with a FB as 2nd healer (also because DH and chrono cannot take reflection). A lot of fun, and wasted time.

    Actually I'm not mad with Slippery Slope; it's ... fun !?

    I had that same problem(No Pain No Gain, Fragility , Super Rush .) we went to the final boss and died a few times on the way the last boss we tried 5-7 times at best something about 60% then wipe every time. He was harder then some cm or raid bosses there was no way we could do it.

  • lare.5129lare.5129 Member ✭✭

    Slippery Slope + Social Awkwardness + Green Ring on CM100

  • @lare.5129 said:
    Slippery Slope + Social Awkwardness + Green Ring on CM100

    What Green Ring ?

  • lare.5129lare.5129 Member ✭✭

    @Lord of the Fire.6870 said:

    @lare.5129 said:
    Slippery Slope + Social Awkwardness + Green Ring on CM100

    What Green Ring ?

    welcome on Ark

  • DoNotBelieveMe.3029DoNotBelieveMe.3029 Member ✭✭
    edited January 16, 2019

    Fractal: Not Applicable
    Instability: Outflanked
    Description: The extra 200% damage modifier seems to trigger on ground AOE attacks that do not originate from any enemy in the fractal. Examples would be Viirastra / Artsariiv multiple ground AOE during the clone CC phases, where none of the clones are within 300 range of the player and yet 1 single ground AOE can instant-down a full hp player. Others would probably include Aetherblade fractal cannon fire, Mai Trin Cannon Fire and the multiple Mist convergence ground AOEs.

    Note: Would prefer to have confirmation from others regarding this as I only noticed this myself in a T4 Shattered observatory run yesterday.

  • phs.6089phs.6089 Member ✭✭✭✭
    edited January 16, 2019

    @Lord of the Fire.6870 said:

    @lare.5129 said:
    Slippery Slope + Social Awkwardness + Green Ring on CM100

    What Green Ring ?

    it's speacial mech on Arkk(last boss) in CM, where you need to stack on tiny green circle to share damage or party might go down.

    Va'esse deireádh aep eigean, va'esse eigh faidh'ar

  • Birds , we bleed fire and afflicted.

    Honorable mention: outflanked. The reason I dont mind outflanked as much is that you can soera outplay it with better positioning.

  • Pirindolo.9427Pirindolo.9427 Member ✭✭✭
    edited January 16, 2019
    • Mai Trin
    • Oasis
    • Siren's Reef
    • Swampland
    • Molten Boss

    Plus any (1, 2 or 3) of the following:

    • We Bleed fire
    • Slippery Slope
    • Outflanked
    • Adrenaline Rush
    • Last Laugh
    • No pain No gain
    • Toxic Trail
    • Boon Overload
    • Frailty
    • Birds
    • Vengeance

    Slipppery Slope + whatever, wherever
    Outflanked + whatever, wherever
    Birds + whatever, wherever

  • Eramonster.2718Eramonster.2718 Member ✭✭✭
    edited January 17, 2019

    @Pirindolo.9427 said:

    • Mai Trin
    • Oasis
    • Siren's Reef
    • Swampland
    • Molten Boss

    Plus any (1, 2 or 3) of the following:

    • We Bleed fire
    • Slippery Slope
    • Outflanked
    • Adrenaline Rush
    • Last Laugh
    • No pain No gain
    • Toxic Trail
    • Boon Overload
    • Frailty
    • Birds
    • Vengeance

    Slipppery Slope + whatever, wherever
    Outflanked + whatever, wherever
    Birds + whatever, wherever

    Most of it can be managed. Just requires a good support healer and decent dps from group.

    Slippery Slope - Getting better or not sure if its the terrain, doesn't seem to slide very far now(still annoying or felt unrewarding).

    We Bleed Fire - Can't think of a word than instability. It's random to the core, there are tells but close to impossible or have the time to bother predicting the next (Can't rely on projectile counter because of it). The damage seems to vary as well (most of the time negligible but there are occasions 5-6k)

  • Pirindolo.9427Pirindolo.9427 Member ✭✭✭

    @Eramonster.2718 said:

    @Pirindolo.9427 said:

    • Mai Trin
    • Oasis
    • Siren's Reef
    • Swampland
    • Molten Boss

    Plus any (1, 2 or 3) of the following:

    • We Bleed fire
    • Slippery Slope
    • Outflanked
    • Adrenaline Rush
    • Last Laugh
    • No pain No gain
    • Toxic Trail
    • Boon Overload
    • Frailty
    • Birds
    • Vengeance

    Slipppery Slope + whatever, wherever
    Outflanked + whatever, wherever
    Birds + whatever, wherever

    Most of it can be managed. Just requires a good support healer and decent dps from group.

    Slippery Slope - Getting better or not sure if its the terrain, doesn't seem to slide very far now(still annoying or felt unrewarding).

    We Bleed Fire - Can't think of a word than instability. It's random to the core, there are tells but close to impossible or have the time to bother predicting the next (Can't rely on projectile counter because of it). The damage seems to vary as well (most of the time negligible but there are occasions 5-6k)

    Sure it can be managed. Maybe you and me can, maybe not. And maybe many, many other ppl can't. That's not the point. The point is that all those fractals I said are overcrowded with trash mobs and ground circle mechanics, so many of the instabilities make them become a nightmare foryou, for me, and for everyone, even if they can be "manageable".

  • Eramonster.2718Eramonster.2718 Member ✭✭✭
    edited January 17, 2019

    Sad to say that's what mistook instabilities do :frown:. Stuff added in for "artificial" difficulty in fractal for players to overcome. At least its not giving the mobs and bosses more HP and damage, approach for "difficulty". Its manageable or within acceptable range (standard varies).

  • phs.6089phs.6089 Member ✭✭✭✭
    edited January 17, 2019

    @Eramonster.2718 said:
    Sad to say that's what mistook instabilities do :frown:. Stuff added in for "artificial" difficulty in fractal for players to overcome. At least its not giving the mobs and bosses more HP and damage, approach for "difficulty". Its manageable or within acceptable range (standard varies).

    I would rather they remove this instabilities and bump bosses HP, attack speed.
    So I would never again be locked in dumb combos of untested instabilities.

    Va'esse deireádh aep eigean, va'esse eigh faidh'ar

  • Primal Duolog.9863Primal Duolog.9863 Member ✭✭
    edited January 17, 2019

    @Pirindolo.9427 said:

    @Eramonster.2718 said:

    @Pirindolo.9427 said:

    • Mai Trin
    • Oasis
    • Siren's Reef
    • Swampland
    • Molten Boss

    Plus any (1, 2 or 3) of the following:

    • We Bleed fire
    • Slippery Slope
    • Outflanked
    • Adrenaline Rush
    • Last Laugh
    • No pain No gain
    • Toxic Trail
    • Boon Overload
    • Frailty
    • Birds
    • Vengeance

    Slipppery Slope + whatever, wherever
    Outflanked + whatever, wherever
    Birds + whatever, wherever

    Most of it can be managed. Just requires a good support healer and decent dps from group.

    Slippery Slope - Getting better or not sure if its the terrain, doesn't seem to slide very far now(still annoying or felt unrewarding).

    We Bleed Fire - Can't think of a word than instability. It's random to the core, there are tells but close to impossible or have the time to bother predicting the next (Can't rely on projectile counter because of it). The damage seems to vary as well (most of the time negligible but there are occasions 5-6k)

    Sure it can be managed. Maybe you and me can, maybe not. And maybe many, many other ppl can't. That's not the point. The point is that all those fractals I said are overcrowded with trash mobs and ground circle mechanics, so many of the instabilities make them become a nightmare foryou, for me, and for everyone, even if they can be "manageable".

    First of all, I would like to say that is a very long list of incompatible instabilities. And as I have mentioned before, I do get why those are mentioned and I am not faulting you. I hate them too actually but that is beside the point.
    They are probably manageable but will involve quite a few wipes or adjustments to either the party comp, or play styles. They are an annoyance, but nothing more.

    Since the release of the patch, I have seen posts in other threads with 'This instability is annoying' or 'That instability is making my fractal take longer to complete'.
    However, I have yet to see any aside from the Siren Reef posts that say they straight up gave up on completing it because the instabilities made it impossible which I attribute to the mechanics of the fractal itself not being properly tuned yet.

    There have already been quite a few posts in the other thread (and also reddit) that specifically mentions stuff like outflanked and damage multipliers from trash mobs and I would think Devs are already aware people are unhappy about it.

    Incidentally when Stick Together was on T4 Maitrin a few days ago, for the whole of 4 to 6 minutes until you beat the fractal, you could just cluster up, not move, and heal through the cannon fire, Horrik's attacks, trash mob's attack, Mai Trin's sword attacks and not lose anyone including squishy thieves and elementalists, relying on nothing but one druid healing. This was never possible before the instability change and it made the fractal faster and smoother but you don't see anyone posting about it.

    I actually started this thread hoping to unearth stuff that is unintended or overlooked by Design team, stuff like we bleed fire proccing on solar blooms. It could be major or minor, but basically stuff that just makes no sense if you think about it. Just try to filter out the issue with certain instabilities empowering trash mobs and focus on the mechanics of the fractals that do not involve the clusters of trash mobs.

  • Aetherblade
    Social Awkwardness + Birds
    YOU CAN'T DODGE IN THIS FRACT WITHOUT DYING + makes the electric floors nearly impossible.

  • Boogiepop Void.6473Boogiepop Void.6473 Member ✭✭✭
    edited January 17, 2019

    Before the patch my group had no trouble with anything. Since the patch we have no ONCE completed all 3 T4s without people getting fed up and leaving.

  • @Boogiepop Void.6473 said:
    Aetherblade
    Social Awkwardness + Birds
    YOU CAN'T DODGE IN THIS FRACT WITHOUT DYING + makes the electric floors nearly impossible.

    Aetherblade + Birds.
    Can't dodge while doing trapped puzzle(risk getting electrocuted) and rooted while handling the terminals. On the second trapped puzzle. Players usually will be stationary at 4 different terminals, vulnerable to Birds(kept in combat after being hit by the traps). To make it worse, if a player gets into downed state, he/she will be teleported back to the start of the puzzle to go through the whole ordeal again; after being rallied to half HP by Kiel:anguished:. Gets worse when another player is sent back to the start while waiting for others to get into position. A vicious cycle :astonished:.

  • DoNotBelieveMe.3029DoNotBelieveMe.3029 Member ✭✭
    edited January 18, 2019

    @Eramonster.2718 said:

    @Boogiepop Void.6473 said:
    Aetherblade
    Social Awkwardness + Birds
    YOU CAN'T DODGE IN THIS FRACT WITHOUT DYING + makes the electric floors nearly impossible.

    Aetherblade + Birds.
    Can't dodge while doing trapped puzzle(risk getting electrocuted) and rooted while handling the terminals. On the second trapped puzzle. Players usually will be stationary at 4 different terminals, vulnerable to Birds(kept in combat after being hit by the traps). To make it worse, if a player gets into downed state, he/she will be teleported back to the start of the puzzle to go through the whole ordeal again; after being rallied to half HP by Kiel:anguished:. Gets worse when another player is sent back to the start while waiting for others to get into position. A vicious cycle :astonished:.

    I think a big part of the problem with birds/mist convergence/flux bomb in this fractal is the lasers put you in combat and make you stay in combat. The 'in combat' range of the laser is quite far such that getting hit by 1 generally keeps you in combat for the whole laser area. This never used to be an issue before these specific --'summoned instabilities that appear when your character is put in combat mode'--were introduced.
    But with the combination of these instabilities and the permanent 'in combat' status once you get clipped by 1 laser make it ridiculous when you try to do it the normal way
    i.e. without
    1. someone skipping ahead to solo the switches before lasers activate
    2. using portal to bring everyone to the top floor before the lasers activate
    3. abusing the /gg function so everyone spawns on the ramp and run in to the switches before the lasers activate

    It is first and foremost a puzzle area, and by the fractal design since the lasers do not one shot I would infer it was designed so you could have some slip ups, get hit once, still reach the switches and have breathing time to wait for others to reach before deactivating the switches in tandem.
    But the instabilities are making it way too punishing and unforgiving right now;
    to echo what Eramonster said, getting a mossman or tentacle or birds on you at the laser puzzle basically guarantees a downstate and you will still be stuck in combat because of the lasers which hit you before, which means more flux bombs, mossman, tentacles and birds.

    So at the end of it, the instabilities are forcing cheesy skips for the puzzle section, not by choice but due to necessity.
    --The instability itself is interfering with the fractal design. --
    If this is the kind of change in play-style instabilities are supposed to promote, to make players ignore intended solutions to fractal design, then that is a big step backwards.

  • DoNotBelieveMe.3029DoNotBelieveMe.3029 Member ✭✭
    edited January 18, 2019

    Fractal: Uncategorized Fractal
    Instability: Mist Convergence
    Description: The tentacles are back. Unless I remember incorrectly, the old mist convergence was specifically tuned not to spawn tentacles on harpy platforms. In a recent T4 Uncategorized Fractal this week, a tentacle spawned when my team was fighting the harpies, and proceeded to slap everyone, on the upper and lower levels, off the platforms. The vertical hitbox of the tentacle is undefined, and it being able to slap people off multiple platforms which are at different heights is ridiculous since you generally assume you will at least be safe if it spawns 2 platforms below you.

©2010–2018 ArenaNet, LLC. All rights reserved. Guild Wars, Guild Wars 2, Heart of Thorns, Guild Wars 2: Path of Fire, ArenaNet, NCSOFT, the Interlocking NC Logo, and all associated logos and designs are trademarks or registered trademarks of NCSOFT Corporation. All other trademarks are the property of their respective owners.