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

Post the bad Mistlock instabilities combinations!

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  • totaloverride.3240totaloverride.3240 Member ✭✭
    edited January 25, 2019

    I think mistlock instabilities are very bad concept. and then over-drive instabilities like Fractal Vindicators?! like Fractal Avengers are not enough?!
    Last Laugh in crowds (like swamp) or at end of Nightmare (like cannon barrage)

    Most new mistlock instabilities are total stupidity (my personal opinion).
    Slippery?! looks like Super Mario on ice
    Birds?! Bleeding fireballs?! what is this? R-Type? Phoenix?! Space invaders?!
    30% less health?! seriously? on Glass Zerk or near Glass Zerk? geee!!! in Oasis?! or anywhere...

    At least remove new mistlock instabilities if not all of them altogether

    @Gaesesagai.9421 said:
    I don't think they bring much if anything to the fractals

    they bring frustration lately

    @Gaesesagai.9421 said:
    simply skip the days it's on

    i skip very often lately and i didn't pay to skip

  • @Benjamin Arnold.3457 said:
    Thanks for the feedback everyone and for keeping it civil and productive :)

    we are doing our best to keep it civil :/

  • Zenith.7301Zenith.7301 Member ✭✭✭✭

    Frailty+ We Bleed Fire was absolutely dumb on Artsariv and underground ice ele with all the adds....

  • Eramonster.2718Eramonster.2718 Member ✭✭✭✭
    edited January 26, 2019

    @Zenith.7301 said:
    Frailty+ We Bleed Fire was absolutely dumb on Artsariv and underground ice ele with all the adds....

    Picture that with a weaver; 8k HP with Frailty and a 6k+ fireball right at the face during CM :tongue:.

  • Zenith.7301Zenith.7301 Member ✭✭✭✭

    @Eramonster.2718 said:

    @Zenith.7301 said:
    Frailty+ We Bleed Fire was absolutely dumb on Artsariv and underground ice ele with all the adds....

    Picture that with a weaver; 8k HP with Frailty and a 6k+ fireball right at the face during CM :tongue:.

    Plus our Underground fractal was bugged. We bleed fire wasn't an active instability and yet the adds had it for that fractal.

  • Tzarakiel.7490Tzarakiel.7490 Member ✭✭✭
    edited January 27, 2019

    Personally I just think the new instabilities are overtuned. Birds attack twice more often than what feels reasonable.
    The new instabilities that increases damage taken affects players instead of enemies as the older damage boosts did, which means even bosses hits way harder.

    Conditions on the player hits 3 times harder if an enemy spawns behind with outflanked, even if the enemy causing the conditions are in front of you. That bug makes any instability that applies conditions way harder especially combined with mist convergence, which can randomly spawn enemies behind players. The increased damage taken instabilities are also twice as strong as they should be in my opinion.

    Bleed fire is awful combined with anything that boosts damage since it magnifies the amount of healing needed so much that my healers would probably have to swap from harrier to something with even more healing power.

    Stick together works alright, but combined with anything that increases damage taken it makes any poorly timed hit a one-shot kill.

    Frailty just doesn't work because most big attacks deals 70-80% of most players health in damage, making every big attack a one shot kill when you have 30% less health. The improved movement speed also makes it harder to heal or buff party members. You would not believe the lengths some players go to to avoid healing.

    Slippery slope is fun, especially combined with the new social awkwardness. However it does not work on any fractal that requires precision movement and it messes with my expected movement on the next fractal I do after.

    PvP? What's that? Never heard of it.

  • Daddicus.6128Daddicus.6128 Member ✭✭✭✭

    Since Wednesday 1/23, I've noticed a radical upswing in the frequency of instability changes. The birds used to give you a little time to fight; they don't now. But, the worst is the other fractals merging in. I've seen (today) two of them AT THE SAME TIME. We had a the champ rabbit and the awakened champ on the map at once. Later, we had both a jade tentacle and the beam attack that's really large, again, at the same time.

    I used to be able to at least hold my own in T4 fractals, but now, even T3s are proving way more frustrating than is worth my time.

    Since I didn't see a note that you were beefing them up, I have to assume this is a bug, but it's a huge one. In just the last few days, I've seen nearly a dozen people give up on doing fractals entirely (or, so they said). This isn't good.

  • totaloverride.3240totaloverride.3240 Member ✭✭
    edited January 28, 2019

    @Eramonster.2718 said:

    @Zenith.7301 said:
    Frailty+ We Bleed Fire was absolutely dumb on Artsariv and underground ice ele with all the adds....

    Picture that with a weaver; 8k HP with Frailty and a 6k+ fireball right at the face during CM :tongue:.

    Last night we got 9k ice shard in Chaos fractal on Guardian with Boon Overload
    Birds killed!!! me twice!!!!
    Boon overload makes serious dmg

  • yann.1946yann.1946 Member ✭✭✭

    I wonder if people would feel better about slippery if it was either all 3 of the dailys or none at all

  • Daddicus.6128Daddicus.6128 Member ✭✭✭✭

    @Daddicus.6128 said:
    Since Wednesday 1/23, I've noticed a radical upswing in the frequency of instability changes. The birds used to give you a little time to fight; they don't now. But, the worst is the other fractals merging in. I've seen (today) two of them AT THE SAME TIME. We had a the champ rabbit and the awakened champ on the map at once. Later, we had both a jade tentacle and the beam attack that's really large, again, at the same time.

    I used to be able to at least hold my own in T4 fractals, but now, even T3s are proving way more frustrating than is worth my time.

    Since I didn't see a note that you were beefing them up, I have to assume this is a bug, but it's a huge one. In just the last few days, I've seen nearly a dozen people give up on doing fractals entirely (or, so they said). This isn't good.

    I should correct this. SOME fractals have gotten noticeably harder, with no apparent changes. Thaumanova, Shattered Obs., and Siren's are three that went from interesting to nearly impossible (for me). Interestingly, in Thaumanova, it's not the Anomaly that's the hard part; it's Subject 6. If I go into Thaumanova where they've already dealt with Subject 6, the Anomaly seems normal.

  • Pirindolo.9427Pirindolo.9427 Member ✭✭✭
    edited January 30, 2019

    Many of the insts are too overtuned for fractals that have crowds of trash mobs around you, or have the ground permanently filled with kitten orange circles (Mai Trin, Oasis, Siren's Reef, Swampland, Molten Boss, Underground with elementals...).

  • Excursion.9752Excursion.9752 Member ✭✭✭

    I had the privilege to do Underground Facility T4 With Birds. Would have been ok if I had the bomb path. But we had the gun path which when you have a gun equip you can not dodge which is really awesome when the birds keep flocking to you which felt like way to often. Felt pretty broken.

                                                              There is a 50% chance you will not agree with me and a 50% chance I will not agree with you
    
  • Daddicus.6128Daddicus.6128 Member ✭✭✭✭

    @Daddicus.6128 said:

    @Daddicus.6128 said:
    Since Wednesday 1/23, I've noticed a radical upswing in the frequency of instability changes. The birds used to give you a little time to fight; they don't now. But, the worst is the other fractals merging in. I've seen (today) two of them AT THE SAME TIME. We had a the champ rabbit and the awakened champ on the map at once. Later, we had both a jade tentacle and the beam attack that's really large, again, at the same time.

    I used to be able to at least hold my own in T4 fractals, but now, even T3s are proving way more frustrating than is worth my time.

    Since I didn't see a note that you were beefing them up, I have to assume this is a bug, but it's a huge one. In just the last few days, I've seen nearly a dozen people give up on doing fractals entirely (or, so they said). This isn't good.

    I should correct this. SOME fractals have gotten noticeably harder, with no apparent changes. Thaumanova, Shattered Obs., and Siren's are three that went from interesting to nearly impossible (for me). Interestingly, in Thaumanova, it's not the Anomaly that's the hard part; it's Subject 6. If I go into Thaumanova where they've already dealt with Subject 6, the Anomaly seems normal.

    They seem back to normal again.

  • Neutra.6857Neutra.6857 Member ✭✭✭

    Maybe make it so birds only spawn if you are in combat with an elite or higher mob? And what the hell is with the juvenile raven's that spawn. In mob heavy fights things are bad enough as is, but add in those ravens which also get affected by every other instability there is and it makes things really hard. I mean those ravens get the we bleed fire, last laugh, outflanked bonus and just about everything else.

  • @Pirindolo.9427 said:
    Many of the insts are too overtuned for fractals that have crowds of trash mobs around you, or have the ground permanently filled with kitten orange circles (Mai Trin, Oasis, Siren's Reef, Swampland, Molten Boss, Underground with elementals...).

    I think for Swampland, Molten Boss,Underground with elementals., Siren Riff its really a problem when you have multiply instability which increase the dps of the trash mops or/and Fragility. Mai Trin hasn't that many and Oasis okay when you consider all the other mops pre the boss.

    In the past Swampland was often more difficult through getting 3 of them and with more difficult I mean harder then fractal 100 this was also in the old thread of instability randomization. Underground with Ice Element the same but not mentioned so often.

    About other Instabilities or aspects of them:

    Negative:

    Birds they are really annoying and in some fractals or more then this like in Twillight or Cliffside also they don't work when you really can't roll like you want namely Aetherblade and Chaos

    We Bleeding Fire 6k is a bit too much from my experience so far maybe 4 would be okay

    Fragility Its just don't work for ele and thief okay ?

    Positive :

    I have less problems with boon overload then I thought

    Lets say they stay like they are then ele, thief and Druid get forced out of the meta for holo, dh and Firebrand as heal. This assumption also include Siren Reef. I tried the fractal with 6-7 teams on multiply days I admin with some really bad instabilities combinations but the FB was the only one who could carry a PUG group through it so far. Especially for combination like Fragilty + We Bleed Fire the class is gold(aegis + more heal + more boons) were the Druid completely fails.

  • Vagrant.7206Vagrant.7206 Member ✭✭✭✭

    Today's Twilight Oasis was AWFUL.

    Birds + Afflicted + No Pain, No Gain

    Urk, that was awful.

    The great god Lagki demands sacrifice!

  • Daddicus.6128Daddicus.6128 Member ✭✭✭✭

    Underground and Deepstone with we bleed fire (both in the boss room). Underground is impossible for mortals, and Deepstone is almost so.

  • rabenpriester.7129rabenpriester.7129 Member ✭✭✭
    edited February 3, 2019

    @Benjamin Arnold.3457 said:
    Thanks for the feedback everyone and for keeping it civil and productive :)

    Ben, do you have any data on how many people complete fractals daily and if the number changed since the last patch? Do you gather data on the frequency in which players complete fractals (daily, weekends, sporadically)?

    To keep on point: Slippery Slope on everything.

    In the first days I found myself trying it and deciding I don't want to play fractals with this at all. So I started checking if it had SS. Then that got annoying and I stopped completely. It's just terrible to play and doesn't fit the gameplay feel I got in the last years or anything I want from the game. No game I've ever seen or played thought it was a good idea to add random ice floor physics to levels without taking the level design into consideration at first, and as a basis for that change. Oh well.

    X (Birds, for example)+ Boon Overload make it very, very unrewarding to play certain low hp classes, just so you know. I don't see any reason for why one DPS class should get rekt while the other is fine, just because they have different base hp and armor for no reason. They deal the same damage, after all.

  • Bugabuga.9721Bugabuga.9721 Member ✭✭✭

    It feels like in general anything that messes with player's movement or dodges is bad or very bad for pug groups. Birds (especially super-powered with bonus boons) should not be where fractals have been tuned for fine movement and enemies density and "use your dodges properly" (siren's, TO, Arkk). Either exclude them or give +200% endurance regeneration or something (aka let the extra bonus birds be cleaved, but remove primary attacking ones you have to dodge). If you're in the middle of Amala's complicated telegraph, dodging because birds will kill you otherwise is a really bad idea. You only have one square next to Arkk that doesn't give you much space for "hey, I need to dodge because biiiiirds".

    Bumper cars that are social awkwardness now is probably better than before on most fractals except anywhere where you have tight spaces or positioning for melee classes. It's funny first time as all the dagger using classes clash and push each other around. It's less funny where you need to be in-between one-shotting animation telegraphs but there's not enough space to fill all players. Or someone accidentally bumps into you when the floor is mostly gone. Or you're doing Aetherblade. Three pixels to the left -- insta-down from the zappy field.

    Also new "convergence" is now 2x (if not 3x) times as frequent, I presume for the ghostly chance of some "friendly" character spawning (not seen friendly champ rabbit on my side, like, ever).

    Fire bleeding really needs to be limited to primary bosses, otherwise on new spawn-happy fractals things get out of hand incredibly quickly (with 5x or so of those tiny projectiles). Added with afflicted there's not enough reflects to counteract it.

    Frailty+Outflanked seems like mega-cruel combo as well, especially when you have no control over newly spawning mobs in AOEs. It basically means "you have to kill everything or else". Make it more fair -- if we're getting 25% "benefit" then we should not get 300% "disadvantage". 50% tops. (hello Adrenaline Rush -- random side-spawned mob will one-shot you easily)

    So far it feels like the real purpose of re-work was to just pare down ranks of T4 groups and people who used to do them without problem daily are giving up after many wipes, and that "no pug t4 run should average out to less than 1.5 hours" (except for a few lucky days when you get shorter dailies with normal instabilities). Statics are probably mostly unaffected.

  • spiritualabyss.7016spiritualabyss.7016 Member ✭✭✭
    edited February 4, 2019

    We Bleed Fire + Birds+aoe boons on death could be a little too much in many encounters.

    The only instability that really bothers me is "We Bleed Fire" - I get that you want to incentivize reflects, but then at least increase the reflected damage.

    Its "positive" effect only affects its own negative (there is nothing else in fracs that deals noticeable condition damage).

    So my suggestion is to reduce its base condition duration and give it a real positive.
    Something like a 50% chance to reflect for 2s on dodge (to reflect the projectile if you dodge early enough).

    Edit: And the positive side of Slippery Slope could be improved too - currently it increases stability duration, how about it applying 2s stability on dodge?

  • Turkeyspit.3965Turkeyspit.3965 Member ✭✭✭✭
    edited February 4, 2019

    The other night (?) I remember seeing Solid Ocean with Outflanked and Stick Together. Now while I like the concept of Stick Together, and both it and Outflanked can be "avoided" by playing differently, I don't agree with a pair of instabilities that will guarantee a 1 shot against poorly positioned player.

    While silly easy, Solid Ocean is also somewhat chaotic at the end, and players tend to spread out to deal with tentacles/crystals dudes. Nothing bad happened, but I remember seeing those two instabilities on my screen, and couldn't help but think "wow, nasty combo".

    Birds still suck btw. Full on hard core suck.

  • Sirens Reef with outflanked and we bleed fire today was ridiculous. My PUG group wiped on the final boss 5 times before just deciding to skip it. We tried several different strategies and nothing seemed to help.

  • Aeon.4583Aeon.4583 Member ✭✭✭
    edited February 6, 2019

    Agree with post above. And to say on this situation.
    If someone see Daily Siren's Reef, with Ouflanked Innstability, and wants to skip it, leaving party by doing so. There is no need to wishper-spam that person saying that he\she is noob, idiot... and any other bad word.

    Siren's Reef with ouflanked Instability, have 90% chance to end in few hours long wipes.

  • Arioch.4810Arioch.4810 Member ✭✭✭

    @Aeon.4583 said:

    have 90% chance to end in few hours long wipes.

    this is working as intended? Fractal farm was one of the best sources of gold in game, "farming" t4 =great rewards for time invested. Anet is toning down rewards for playing lately (hello Istan) makes sense they would look for ways to tone down fractal farm - in this case, prolong time needed to get clears.

    Just look at today's meny : Frailty+boon overload , we bleed fire+no pain no gain...rng sure, plus traditional 0 testing in house.
    (rng is weird like this sometimes - just ask Eric Reid about that xD )

  • Siren's Reef is just overtuned on its own and like twilight the number position doesn't reflect how hard it is in truth. I was able to do it with the old meta today for the first time. With instabilities it is definitive around the hardness level of a raid with out it would be twilight 5 aoes you have to mange in closest space and minions and a elite which boost the minions. Until now we had only ugly instability combination when it was daily .

    About the run itself I was really lucky to get such a competent pug group but still we wiped 1-2 on every boss and the stealth phase was omg like always. The final fight was also the usually we need to roll out our tongues to get there

  • @Arioch.4810 said:

    @Aeon.4583 said:

    have 90% chance to end in few hours long wipes.

    this is working as intended? Fractal farm was one of the best sources of gold in game, "farming" t4 =great rewards for time invested. Anet is toning down rewards for playing lately (hello Istan) makes sense they would look for ways to tone down fractal farm - in this case, prolong time needed to get clears.

    Just look at today's meny : Frailty+boon overload , we bleed fire+no pain no gain...rng sure, plus traditional 0 testing in house.
    (rng is weird like this sometimes - just ask Eric Reid about that xD )

    I thought that too but there is 1 problem with it everyone in the businesses know pressing people out of a content means usually lose of players which means lose of money . That grinding isn't the best answer is clear but this is the only way a MMO has between new content releases. The only way around it is not being an MMO.

  • Aeon.4583Aeon.4583 Member ✭✭✭
    edited February 7, 2019

    I never said that i support new instabilities, the are awful. Seems like they been given without tests.

    Slippery Slope - awful on every fractal, especially with Social Awkwardness
    Ouflanked is horrible as it is( 300% damage buff to mobs critical damage? who came up with this? ), Volcanic Fractal and Siren's Reef end bosses have 100% chance to simply spawn something behind you. Therefore i've found that outflanked triggers not only when you attacked from behind, but also when you attacked from below and above( Urban Battleground, end boss' meteor shower ), even if you are facing your target.
    We bleed fire - does 6k initial damage and 1k-2k damage overtime out of Fire Condition. Combine that with Frailty and you will be in nightmare situation.

    All of it is no fun, no challenge, it is... as it was mentioned - push away from content.

  • Blueberry.8095Blueberry.8095 Member ✭✭
    edited February 7, 2019

    @viniebc.9568 said:
    just remove the birds, slippery slope and outflanked please

    This!!!!!! I'd add Frailty to the list.

    Slippery slope + every fractal - this instability should not have existed in the first place. Slippery slope can be fun for some really easy and wide space fractal, but it doesn't work in most when movement precision is crucial. It's been giving me motion sickness and some disorient feeling during and after playing the fractal, playing a game shouldn't let players feel discomfort physically so much so that it not the matter of challenging anymore. Please remove it completely.

    Birds - Initially I thought it was fun when I had this in Urban Battleground during recs, but when I've encountered that in T4 Siren reef - the one day that with birds + boon, after 10+ tries with party members come and go, I just gave up completing that fractal entirely because it was just absurd. There are so much visual clutter on that way too tiny boat and so many things to dodge in that final boss with high frequency and huge aoe everywhere (ie: wind, cone attack, water that drains too much health........ and trying to chase that green circle while trying not to get blown away etc....), I just can't cope with the amount of stress when my dodge is wasted on an instability when I could have saved it for more crucial moment. I've never felt that normal T4 is harder than 99/100cm or raid before but in that particular moment it kinda does.

    Frailty + Outflanked is just..... way too damaging. Although Outflanked + any other instability is bad enough already when there are a ton of trash mob or during the phase where damage could come from every direction, I specifically hate this combo the most.

    We bleed fire + any fractal - I wish this could just tune down a bit, only limited to the boss, and it should stop spitting fire when the boss is CC-ed.

  • Daddicus.6128Daddicus.6128 Member ✭✭✭✭

    Birds in swampland. During the Bloomhunger's army phases, you can't see what's what. Most importantly, you can't target your avenger when downed.

    Birds just have to go away during those phases. Even with a druid and chrono, there was no chance of completing.

  • Daddicus.6128Daddicus.6128 Member ✭✭✭✭
    edited February 13, 2019

    Slippery slope on the pads in deepstone (the maze room and the final boss fight).

  • Infusion.7149Infusion.7149 Member ✭✭✭
    edited February 13, 2019

    Birds + conditions (Afflicted) or Birds + We Bleed Fire : is it by design that birds apply burning / poison cover conditions en masse or is it bugged?

    • Birds also have synergy with boon application (Vengeance especially , also No Pain No Gain) and toxic trail.

    Slippery slope on Aetherblade or Deepstone (pads/traps) might be problematic. I don't understand why stability is lengthened if it doesn't stop you from sliding.

  • Arioch.4810Arioch.4810 Member ✭✭✭

    Today's gem: slippery slope on Deepstone
    decaying floor tiles+movement altering instability, fun times :)

  • Strages.2950Strages.2950 Member ✭✭✭

    Mai Trin (or anything with lots of adds):
    Birds + We Bleed Fire. When the adds come it becomes a meat grinder. Not only is there hellfire raining on you consistently, but the adds and Horrik blast you with fireballs. The birds just add insult to injury by making it impossible to pull the adds together to dispatch them quickly.

    Honestly the birds in general are causing huge problems all over the place. Combined with other mistlocks they are absolutely ridiculous, and create so much visual clutter its annoying to play with them at all.

  • Safandula.8723Safandula.8723 Member ✭✭✭✭

    I find social on sirens rly frustrating, hard to not get pushed off the boat. Tbh with all the adds on sirens instabs like: we bleed fire, afflicted, birds are making it way to hard as for t4. Even on lower tiers it may be hard
    Birds + we bleed fire is kinda, hmmm. Op
    Also imo we bleed fire should not work if boss is cced and dead(cuz dieing mobs still bleed with fire) and reflecting it should deal dmg to a source

  • Fractal Mai Trin

    Birds + We Bleed Fire + Fluxbomb

    The Birds and the Fluxbomb takes away the rolls/evade which are heavily needed in this fractal . People learned how to use the absolute minimum of rolls so they have them when needed in this fractal the 2 influxes corner you easily and We Bleed Fire does the rest (6k are still to high). We tired 3-4 times and woops my group is away and I won't try it agian.

  • @Lord of the Fire.6870 said:

    Fractal Mai Trin

    Birds + We Bleed Fire + Fluxbomb

    The Birds and the Fluxbomb takes away the rolls/evade which are heavily needed in this fractal . People learned how to use the absolute minimum of rolls so they have them when needed in this fractal the 2 influxes corner you easily and We Bleed Fire does the rest (6k are still to high). We tired 3-4 times and woops my group is away and I won't try it agian.

    My group didn't wipe but we had at least 10 or more down states during that fight. Once I was the only one left standing. The only thing that got us through it was I was playing a support mercy scourge and was able to bring up the party quickly after them going down. It was not fun. Felt like a chore.

                                                              There is a 50% chance you will not agree with me and a 50% chance I will not agree with you
    
  • 3 days sliper slop in cm 100 is nightmere and new player just cant to it

  • Infusion.7149Infusion.7149 Member ✭✭✭
    edited February 17, 2019

    Went through 3 groups (with people playing classes such as firebrand, alacrity rev/ druid) failing T4 Twilight oasis's Amala with the we bleed fire + birds + adrenaline rush (enemies with low health do high damage).
    I got on my chrono which I'm trying to avoid playing and it was much easier due to distortion and stacking on boss , but it shouldn't require broken classes to have a good shot at it.

    Essentially "we bleed fire" and birds combination is pretty broken.

  • Anything with birds in it is basically broken. I'm sorry devs, the new instabilities seem like a nice idea, but let's call them for what they are: kitten! Birds is the most stupid one of them all, brings nothing interesting and in any combination is just aids. Players need to save doges for the mechanics of the boss why would you add something that only by dogging can be removed? Yesterday I did 98 with 7 different groups and we have We Bleed Fire with Birds....OMG the pain was real. Like people don't want to spend 1 h for 1 stupid chest just because someone feels like it's fun.
    Remove birds and rework the new instabilities please or you are making fractals what you did with dungeons...kitten.

  • phs.6089phs.6089 Member ✭✭✭✭

    Thank you for today's great experience in TO with fire, birds and last laugh.

    "There is always a lighthouse, there's always a man, there's always a city."

  • Vagrant.7206Vagrant.7206 Member ✭✭✭✭
    edited March 4, 2019

    Birds interaction with just about every other instability is really, really bad. Birds trigger:

    • Last Laugh
    • Afflicted
    • Toxic Trail
    • We Bleed Fire

    And this doesn't even mention how problematic it is to waste a dodge to get rid of them in certain situations, particularly the puzzle portions of Deepstone, Challenge Mode of Shattered Observatory, or Twilight Oasis. Often you have to eat the birds damage in order to avoid the 1-hit KO. Nor does this mention that you can't rally off the birds, but they still trigger all these effects like normal foes.

    The experience in Twilight Oasis yesterday highlighted this issue. Last Laugh + Birds + We Bleed Fire was an exercise in frustration. The only reason my group made it through was because I could cleanse and heal like crazy on my heal scrapper, and even then, it was by a narrow margin because our team was disorganized.

    A few possible suggestions to improve birds:

    1. Don't let them proc other instabilities. This would be the simplest solution while still making them annoying, but somewhat fair.
    2. If they do proc other instabilities, allow players to rally off of the birds.
    3. Allow some kind of counterplay to the bird attacks -- maybe dodging or blocking when you see their animation causes them to hit enemies instead of your team.

    The great god Lagki demands sacrifice!

  • Slippery Slope + Hamstrung = Ever feel like you're getting nowhere, fast?

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