'Slippery Slope' instabilty is terrible for cliffside [merged] - Page 2 — Guild Wars 2 Forums

'Slippery Slope' instabilty is terrible for cliffside [merged]

2>

Comments

  • Teratus.2859Teratus.2859 Member ✭✭✭✭
    edited January 9, 2019

    I really have to try fractals before this gets fixed because it sounds like a right laugh :D

    Ohh for April Fools this year can we get slippy shoes prank?
    I'll die laughing at everyone running around the game slipping and sliding everywhere XD
    I'll personally try and do as many jp's as I can just for fun.

  • DoNotBelieveMe.3029DoNotBelieveMe.3029 Member ✭✭
    edited January 9, 2019

    Aside from the 'benign' instabilities (where they do no direct damage to players or increase incoming damage) like slippery slope or the current social awkwardness, instability design right now just feels really lazy (not that it wasn't before) and more importantly incompatible with anything where you have to fight clusters of mobs.

    They learnt that in cliffside with toxic trail, but they brought back unmitigatable damage in the form of 'we bleed fire'(unless you have projectile destruction equipped).

    If you happen to be in meelee range of a bunch of mobs with we bleed fire and you hit them all once with an AoE, GG to you, instant 6 to 15 stacks of burning on top of the raw damage from the missile. "Don't be in meelee range then?" Tell that to the warriors/guardians/whoever mains a meelee weapon.

    A few of the instabilities 'seem' to have a grand goal of making players learn to adapt to learn to mitigate damage by either using skills to cluster adds, or using unique skills like blind and projectile destruction. Except you know, stuff for that already exists like zealex mentioned in ascalon fractal (Certain mobs there hit hard, and can insta-down you without any buff from instabilities if you do not blind or cc them), just to name 1 example.

    You can't just randomly slap these extra mechanics unto cluster of mobs and buff their attack so they one shot you.
    If the aim is that, might as well just tune up the raw damage of the mobs back to when they were like when the max level fractal was 50, because what the current instabilities are doing with the incoming dmg buffs are just that, just hidden behind conditions that can usually not be overcome. (e.g. who would willing play without boons just to avoid the extra damage from Boon overload?)

    Once again, this is for fractals with clusters of mobs, or any encounter where there are more attacks than you can reasonably dodge. I am all for getting one shot if it's a cleanly telegraphed, perfectly dodge-able attack that does not happen in a split second succession to another attack.

    Culprits
    (existing): Afflicted/ toxic trail/ last laugh
    (new): Boon overload / fraility / we bleed fire / vengeance / outflanked / sugar rush

    Not sure if there is an ICD on vengeance but given the amount of boons it applies to enemy mobs, it would be more than players can strip if fighting a cluster of mobs.

  • DrFox.8091DrFox.8091 Member ✭✭

    This Slippery slope is just a nightmare! Lost 1 hour yesterday in underground and it drove all my group mad.
    Anet you have to understand : we play for fun and that is all except a fun instability (or maybe the first 5 seconds).
    Think a little about new players or even casual ones and this kind of ideas please..!
    There is some new instabilities wich are not fun (like the birds one) but we can still try to manage them.
    But this slippery thing is just way too much. I will not play any more fractals with this instability activate.
    Please to remove it for all fractals.

  • There are, what, maybe ~20 fractals now? And you designed a stability that straight up breaks 20% of them, plus you had to remove it from certain parts of other fractals? At that point, you remove it from the game and design a new one. Better yet, how about you stop spending time trying to rework years-old content your players are sick to death of and just make some, you know, more content.

  • Memoranda.9386Memoranda.9386 Member ✭✭✭

    @Lord of the Fire.6870 said:

    @Memoranda.9386 said:
    Volcanic wasn't that bad, actually. Just spike down the barrier at each phase, then back up to range to keep all the elementals in front of you. My PUGs didn't really have an issue with it and they struggled on much easier parts of other Fractals.

    Social Awkwardness is fun, though. Bumper cars! Definitely not enjoying any part of Slippery Slope...

    I think the change on Social Awkwardness can be seen this way or that way problem is stacking became really impossible also you can kick someone into an aoe or over the edge.

    What I'm really see as problematic is "Boon Overload" I can't see me as Ele doing a fractal with it without boons I can't do (much) dmg and with it I die instantly. I don't know if they stack by adding or multiplication ? Anyway it doesn't make much different in the range I calculated with 6 you have 30% more dmg incoming but with 10 it already 50(64)% more dmg this should be enough to get down with one hit .

    Boon Overload should be reduced to 3-3.5%

    We had it last night and Boon Overload didn't appear to be too much of an issue, although we had one guy who spent the entirety of each boss encounter downed/dead... I think it is too much overall; there should be a maximum cap of, say, 25 - 30%?

    Most normal damage mitigation (i.e., dodge) should render it effectively pointless, excepting encounters with tons of adds/AoE.

  • Benjamin Arnold.3457Benjamin Arnold.3457 Member ✭✭✭
    edited January 9, 2019

    A lot of people are speculating about the instability being present in fractals in which it is not. Slippery slope is only enabled for:

    Mai Trin
    Chaos Isles (With Exclusions)
    Shattered Observatory
    Deepstone (One exclusion)
    Molten Furnace
    Molten Boss
    Snowblind
    Urban Battlegrounds

    Through testing we determined that for some fractals it simply did not work so we disabled it for those. As I said before, Cliffside and Underground Facility were intended to be excluded, but were not due to a bug.

  • Aeon.4583Aeon.4583 Member ✭✭✭
    edited January 10, 2019

    I did post my opinion, in another thread, maybe they are merged now. But...

    I really think you miscalculated alot of things while adding Slippery and Ouflanked instabilities.
    Slippery Slope: Almost all of fractals have some kind of Jumping Puzzle, or otherwise small cliffside area where you should stand your ground. You can't because of it.
    Outflanked: Alot, i mean ALOT of non Champion mobs in fractals do critical damage. Average of this crit damage is 15000 from single enemy. Now it is 45k (300% out of 15k). But imagine if there will be 5 or 10 of them doing critical damage and outflanking you, because you know, they have wide-ranged agro.

    But if you really intend to keep Slippery, just a simple suggestion: make it disabled if character Walks, make it enabled when character Runs.

  • Pirindolo.9427Pirindolo.9427 Member ✭✭✭

    @Benjamin Arnold.3457 said:
    A lot of people are speculating about the instability being present in fractals in which it is not. Slippery slope is only enabled for:

    Mai Trin
    Chaos Isles (With Exclusions)
    Shattered Observatory
    Deepstone (One exclusion)
    Molten Furnace
    Molten Boss
    Snowblind
    Urban Battlegrounds

    Through testing we determined that for some fractals it simply did not work so we disabled it for those. As I said before, Cliffside and Underground Facility were intended to be excluded, but were not due to a bug.

    "ONLY" enabled for those.
    Can you tell me how to survive the add phases of Mai Trin and Molten Boss T4 with slippery slope and 2 more of those """"friendly""""" insts (outflanked, birds, we bleed fire...)????????

    An insts that you cannot avoid whatever you do must be removed.

  • Pirindolo.9427Pirindolo.9427 Member ✭✭✭
    edited January 10, 2019

    This new insts system makes having a specific build ready for quite a few of the new inst and for a lot of combos involving them.

    I don't think that ppl are willing to spend 30 or 40 minutes in the last room of swampland.
    I don't think that ppl are ready to have 20 or 30 build variations for when "this inst" or that "combo of insts" show up in a daily fractal.
    I don't think devs concept of "variety" (regarding the insts they developped) is compatible with the players concept of "fun".

  • Eramonster.2718Eramonster.2718 Member ✭✭✭✭
    edited January 10, 2019

    @Pirindolo.9427 said:

    @Benjamin Arnold.3457 said:
    A lot of people are speculating about the instability being present in fractals in which it is not. Slippery slope is only enabled for:

    Mai Trin
    Chaos Isles (With Exclusions)
    Shattered Observatory
    Deepstone (One exclusion)
    Molten Furnace
    Molten Boss
    Snowblind
    Urban Battlegrounds

    Through testing we determined that for some fractals it simply did not work so we disabled it for those. As I said before, Cliffside and Underground Facility were intended to be excluded, but were not due to a bug.

    "ONLY" enabled for those.
    Can you tell me how to survive the add phases of Mai Trin and Molten Boss T4 with slippery slope and 2 more of those """"friendly""""" insts (outflanked, birds, we bleed fire...)????????

    An insts that you cannot avoid whatever you do must be removed.

    Tbh, I see most of the instability easy; buff if used correctly or can be managed. But going to have to try out more to find out if there's any nasty combination out there (its only day 1 after all). The only difference I can tell is (1) a healer role seems to be mandate or required most of the time. (2) Power base got stronger than Condi with the new instabilities.

  • Asum.4960Asum.4960 Member ✭✭✭
    edited January 10, 2019

    @Benjamin Arnold.3457 said:
    A lot of people are speculating about the instability being present in fractals in which it is not. Slippery slope is only enabled for:

    Mai Trin
    Chaos Isles (With Exclusions)
    Shattered Observatory
    Deepstone (One exclusion)
    Molten Furnace
    Molten Boss
    Snowblind
    Urban Battlegrounds

    Through testing we determined that for some fractals it simply did not work so we disabled it for those. As I said before, Cliffside and Underground Facility were intended to be excluded, but were not due to a bug.

    Wait, so 100CM with Slippery Slope is actually going to be a thing some grim day?
    Cant wait to see people slide off into nothingness for 2h, instead of the usual 15 minutes run. Sounds like great fun..

    "As you know, those who you once called friends have become enemies." ~Glint

  • @Benjamin Arnold.3457 said:
    A lot of people are speculating about the instability being present in fractals in which it is not. Slippery slope is only enabled for:

    Mai Trin
    Chaos Isles (With Exclusions)
    Shattered Observatory
    Deepstone (One exclusion)
    Molten Furnace
    Molten Boss
    Snowblind
    Urban Battlegrounds

    Through testing we determined that for some fractals it simply did not work so we disabled it for those. As I said before, Cliffside and Underground Facility were intended to be excluded, but were not due to a bug.

    Just. Remove. This. Cr*p. Thx.

  • Grogba.6204Grogba.6204 Member ✭✭✭

    Fractals are dead content for me now, shame.

    Well, good thing the game offers a diverse set of not-abandoned five player group conten- oh wait.

  • phs.6089phs.6089 Member ✭✭✭✭
    edited January 10, 2019

    @Vinceman.4572 said:

    @Aeon.4583 said:
    Outflanked: Alot, i mean ALOT of non Champion mobs in fractals do critical damage. Average of this crit damage is 15000 from single enemy. Now it is 45k (300% out of 15k). But imagine if there will be 5 or 10 of them doing critical damage and outflanking you, because you know, they have wide-ranged agro.

    Outflanked is all about positioning. If you do it correctly and not jump around like all the clueless pugs you are fine or even better on because enemies only do 75% of their usual damage.
    "Outflanked: Foes within a range of 300 do 300% damage when attacking from behind, but only 75% damage when attacking head-on."
    Don't play with action cam (I think or better: I hope that is what most of the people are doing) and you will notice every enemy trying to sneak up on you from behind. Pulls - common tactic since years in groups with people knowing their class) - ease things up.
    The whole instability is more of a buff than a threat.

    Thanumanova today, going to the last boss, Vet Ghost crits me on the back, one shot, boonbests are jealost, lol.
    Outflanked + Stick Together nice combo fro Thaumanova btw

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

  • Pirindolo.9427Pirindolo.9427 Member ✭✭✭

    @Vinceman.4572 said:

    @Aeon.4583 said:
    Outflanked: Alot, i mean ALOT of non Champion mobs in fractals do critical damage. Average of this crit damage is 15000 from single enemy. Now it is 45k (300% out of 15k). But imagine if there will be 5 or 10 of them doing critical damage and outflanking you, because you know, they have wide-ranged agro.

    Outflanked is all about positioning. If you do it correctly and not jump around like all the clueless pugs you are fine or even better on because enemies only do 75% of their usual damage.
    "Outflanked: Foes within a range of 300 do 300% damage when attacking from behind, but only 75% damage when attacking head-on."
    Don't play with action cam (I think or better: I hope that is what most of the people are doing) and you will notice every enemy trying to sneak up on you from behind. Pulls - common tactic since years in groups with people knowing their class) - ease things up.
    The whole instability is more of a buff than a threat.

    Nice words. Now just record a video showing us how to do that in swampland or Molten Boss.

  • Aeon.4583Aeon.4583 Member ✭✭✭

    @Vinceman.4572 said:

    Outflanked is all about positioning. If you do it correctly and not jump around like all the clueless pugs you are fine or even better on because enemies only do 75% of their usual damage.
    "Outflanked: Foes within a range of 300 do 300% damage when attacking from behind, but only 75% damage when attacking head-on."
    Don't play with action cam (I think or better: I hope that is what most of the people are doing) and you will notice every enemy trying to sneak up on you from behind. Pulls - common tactic since years in groups with people knowing their class) - ease things up.
    The whole instability is more of a buff than a threat.

    You can't properly position youself, fighting with enemy in front of you, while you have archers or granaders in unreachable place behind you, not to mention all around you. Plus, try to play with outflanked in Swamplands, the very fractal that is designed to outflank you and everyone in your party.

  • phs.6089phs.6089 Member ✭✭✭✭

    I just had a simple idea. Do you want to make fractals fun?

    Make those instabilities to randomly, somethings affect players. Give us a week of 'instabilities' (just like wvw gets week of special events) let us deal 300% damage from behind, leave toxic trail, enrage and get random boons etc.

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

  • Hey, just tried the new fractal debuffs, 30% less health and 25 % speed ? tell me how does the speed outweigh the 30 % health loss if u r standing hitting boss?

    advice: if its not broken dont fix it

  • TexZero.7910TexZero.7910 Member ✭✭✭✭

    @Aeon.4583 said:

    @Vinceman.4572 said:

    Outflanked is all about positioning. If you do it correctly and not jump around like all the clueless pugs you are fine or even better on because enemies only do 75% of their usual damage.
    "Outflanked: Foes within a range of 300 do 300% damage when attacking from behind, but only 75% damage when attacking head-on."
    Don't play with action cam (I think or better: I hope that is what most of the people are doing) and you will notice every enemy trying to sneak up on you from behind. Pulls - common tactic since years in groups with people knowing their class) - ease things up.
    The whole instability is more of a buff than a threat.

    You can't properly position youself, fighting with enemy in front of you, while you have archers or granaders in unreachable place behind you, not to mention all around you. Plus, try to play with outflanked in Swamplands, the very fractal that is designed to outflank you and everyone in your party.

    Wut ?

    Swamp is easy to do with outflanked. Even the last segement provides very little threat as you can pull the adds away and nuke the boss before any problems arise.

  • Rico.6873Rico.6873 Member ✭✭
    edited January 10, 2019

    This reminds me of mountain climbing where everybody is tied to each other. Now imagine everybody tied to each other with this slippery slib :)

    Edit: you ever tried increasing the quickness/stability duration with this instability where quickness makes you slide faster and Stability gives you more control over your own sliding?

  • Vinceman.4572Vinceman.4572 Member ✭✭✭✭

    @Pirindolo.9427 said:
    Nice words. Now just record a video showing us how to do that in swampland or Molten Boss.

    @Aeon.4583 said:
    You can't properly position youself, fighting with enemy in front of you, while you have archers or granaders in unreachable place behind you, not to mention all around you. Plus, try to play with outflanked in Swamplands, the very fractal that is designed to outflank you and everyone in your party.

    Ever heard of AoE damage? Dunno, had 0 problems with those mobs running around. They didn't even reach us to land any attack at all.

  • Pirindolo.9427Pirindolo.9427 Member ✭✭✭
    edited January 10, 2019

    @Vinceman.4572 said:

    @Pirindolo.9427 said:
    Nice words. Now just record a video showing us how to do that in swampland or Molten Boss.

    @Aeon.4583 said:
    You can't properly position youself, fighting with enemy in front of you, while you have archers or granaders in unreachable place behind you, not to mention all around you. Plus, try to play with outflanked in Swamplands, the very fractal that is designed to outflank you and everyone in your party.

    Ever heard of AoE damage? Dunno, had 0 problems with those mobs running around. They didn't even reach us to land any attack at all.

    Well, we all know now that you are not affected by instabilities, whatever the combo and whatever the fractal. Congratulations.
    The rest of us will keep talking about them, if you don't mind.

  • Vinceman.4572Vinceman.4572 Member ✭✭✭✭

    @Pirindolo.9427 said:

    @Vinceman.4572 said:

    @Pirindolo.9427 said:
    Nice words. Now just record a video showing us how to do that in swampland or Molten Boss.

    @Aeon.4583 said:
    You can't properly position youself, fighting with enemy in front of you, while you have archers or granaders in unreachable place behind you, not to mention all around you. Plus, try to play with outflanked in Swamplands, the very fractal that is designed to outflank you and everyone in your party.

    Ever heard of AoE damage? Dunno, had 0 problems with those mobs running around. They didn't even reach us to land any attack at all.

    Well, we all know now that you are not affected by instabilities, whatever the combo and whatever the fractal. Congratulations.
    The rest of us will keep talking about them, if you don't mind.

    It's just a matter of git gud, that's all. I mean, it's ok if non-meta groups with "not so skilled players" have problems. This was always present in fractals but since experience told us not everything is as hard as some people are trying to tell, especially not 2 days after a patch. Slippery Slope is a different thing because it definitely influences very good players from having a decent successful run. Outflanked can be ignored, dealt with or healed against if you know how to play this game.

  • Astralporing.1957Astralporing.1957 Member ✭✭✭✭

    @Vinceman.4572 said:

    @Pirindolo.9427 said:

    @Vinceman.4572 said:

    @Pirindolo.9427 said:
    Nice words. Now just record a video showing us how to do that in swampland or Molten Boss.

    @Aeon.4583 said:
    You can't properly position youself, fighting with enemy in front of you, while you have archers or granaders in unreachable place behind you, not to mention all around you. Plus, try to play with outflanked in Swamplands, the very fractal that is designed to outflank you and everyone in your party.

    Ever heard of AoE damage? Dunno, had 0 problems with those mobs running around. They didn't even reach us to land any attack at all.

    Well, we all know now that you are not affected by instabilities, whatever the combo and whatever the fractal. Congratulations.
    The rest of us will keep talking about them, if you don't mind.

    It's just a matter of git gud, that's all. I mean, it's ok if non-meta groups with "not so skilled players" have problems. This was always present in fractals but since experience told us not everything is as hard as some people are trying to tell, especially not 2 days after a patch. Slippery Slope is a different thing because it definitely influences very good players from having a decent successful run. Outflanked can be ignored, dealt with or healed against if you know how to play this game.

    By a small (very small) percentage of all fractal players, sure. For everyone else? Depending on specific fractal, there will be problems, especially if coupled with some other instabilities.

    The whole point of a social game is to play with the people you want to play with, not be forced to play with the people you don't.

  • Asum.4960Asum.4960 Member ✭✭✭
    edited January 11, 2019

    Okay, so Slippery Slope at 100CM actually went fine. Took a bit longer than usual, at about 17 minutes, but I have to say it's exceedingly annoying.
    Even before the first boss, trying to stack at the Singularity the first 4 players slipped to their death.
    After slowly maneuvering to the Singularity on the second try after GG'ing, I couldn't even precast skills like Empower without slipping off within the cast animation, etc., since the ground to stand on isn't even.

    After that, aside from bouncing orbs being a bit of a hassle to come to a stand still in them, it wasn't much of a mechanical feature, aside from being a massive annoyance.

    It's not fun, it's not particularly challenging, it's just incredibly annoying.
    I'm not sure that was the design goal.

    This is worse than old Social Awkwardness in terms of sucking out the fun of Fractals.

    If you are completely set on not removing the Instability, absolutely make it so that it gets disabled by Stability, as you originally planned, or just make very specific areas of each Fractal "slippery" designed by hand, like downward slopes, so it's just a fun thing every now and then, instead of ruining the entire gameplay experience.

    (Also, I fear the day we get Social Awkwardness, Slippery Slope, and maybe even Stick together in a fractal, especially CM's)

    "As you know, those who you once called friends have become enemies." ~Glint

  • Eramonster.2718Eramonster.2718 Member ✭✭✭✭

    I'm sure some instability have restrictions. eg. S.A will not be paired with Stick Together etc. or it can be made possible.

  • DoNotBelieveMe.3029DoNotBelieveMe.3029 Member ✭✭
    edited January 11, 2019

    I'm sure some instability have restrictions. eg. S.A will not be paired with Stick Together etc. or it can be made possible.

    I know you are just trying to make a point about how Dev side might have already thought of how certain instabilities would interact with each other and thus already mutually exclude them in a combination, but having personally browsed through the list of T4 fractals in game on day 1 of release and checking the combination of each fractal, I did find S.A. and Stick Together on the same fractal.

    As stated previously by Ben, players commenting right now (myself included) are imagining a lot of different combinations or situations that may have already been excluded (and thus wasting our time discussing it).

    But on the flip side, I think the initial introduction is bound to be not perfectly tuned (damage increment-wise, combination-wise) and there will be adjustments once they get some data, in-game or otherwise.
    And to hasten that process, I would recommend posting a white/black list for all instabilities as was previously revealed when we were using the old instabilities so if a Dev is reading these threads they won't need to sieve through non-implemented instability combos comments that people are imagining up. (Also probably in a fresh thread for better visibility)

  • 1st time i logged in to leave a comment.
    I just skipt 100cm today. Slippery thing is not something you wanna add.

    I just wonder whether the anet fractals team Actually play fractals.

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

    @Pirindolo.9427 said:
    With insts like SLIPPERY SLOPE and OUTFLANKED, fractal experience has become very annoying for pro teams, and impossible for regular pugs.
    and that without considering many of the new possible combos, like slippery + social awk.

    Remove them, please.

    Fractals were great and fun until yesterday.

    Actually for experienced players, outflanked is buff xd
    But yea slippery is stupid and need rework/remove

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

    On old mistlocks, social was the biggest pain but could be played around: stay near each other but around the boss.
    Slippery can't be played around, it's just annoying to play with - NOT challenging in any terms, just annoying.
    Anet plz rework it or remove, cuz it's hell worst than old SA.
    casual players may find it funny(it could be) but if ur going for fast daily kills, it's just making run much longer, without any counterplay.
    BTW is it possible to get SA and slippery at the same moment?

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

    Slippery Slope was atrocious on 100 CM. It's atrocious on any boss, honestly.

    I can't believe they came up with a way worse instability than old SA, but they somehow did.

  • Turkeyspit.3965Turkeyspit.3965 Member ✭✭✭✭

    Downed on Solid Ocean last night because I got Social Awkwardness bumped out of range of a crystal shard by a fellow player. Feelsbad.

    Haven't had Slippery Slope yet, but if it's as bad as everyone says, I'll either choose a lower/higher version of the fractal in the same tier (if possible) or I'll just skip it altogether for that night. If the instability creates more of a challenge to the player than boss mechanics in the fractal, you know something is off...

  • Unfortunate. I thought getting flux bombs 5 times in a row was a big enough kitten-you. Few things are less fun than losing control of your own character.

  • While Social Awkwardness was changed in a positive and more fun(?) way or at least I liked it, I can't say the same for the Slippery Slope, its just annoying and no fun. Maybe in some fractals its ok (snow?), but for example today in 100 CM just makes things more annoying. Please remove it, I don't want to spent 10min+ that the average time each day just for that instability.

  • Grogba.6204Grogba.6204 Member ✭✭✭

    Fixed a bug that made fractals too lucrative for the time investment.
    SCNR

  • Critical Lag.9075Critical Lag.9075 Member ✭✭✭
    edited January 11, 2019

    @Benjamin Arnold.3457 said:
    Slippery slope cannot appear in solid ocean, uncategorized, thaumanova, or volcanic. In some fractals we have also added exclusion zones, such as the jumping bits in Chaos.

    If you have to add so many exclusions for it to "work", maybe it shouldn't be in the game in the first place? Honestly I'd take old social awkwardness twice than this one. Sadly , we probably will be stuck with this awful instability forever.

  • ShadowAgent.6053ShadowAgent.6053 Member ✭✭
    edited January 11, 2019

    I'm sorry, but Slippery Slope just feels like playing with imput lag, at least regarding the movement. It is just bad, even if one can play around it. I can also play around lag, it does not make it good.

  • @Benjamin Arnold.3457 said:

    Through testing we determined that for some fractals it simply did not work so we disabled it for those. As I said before, Cliffside and Underground Facility were intended to be excluded, but were not due to a bug.

    What exactly is the reason you left it in at all? Do you actually think it's fun? I'm sorry, but it really isn't.

  • I can only add in the underground facility the mislock became inaccessible(or you jump with into the lave and die with it) with this also in the cage fight the escape from the fire field becomes really difficult

  • Phoebe Ascension.8437Phoebe Ascension.8437 Member ✭✭✭
    edited January 13, 2019

    Can i go daily and do 100CM with this instability? Sure. Does it annoy me to a crazy degree yes. If Anet wants me to feel double my current age, sliperly slow is the way to do it. I can live with having to do insane precise and fast actions, or be clever about an instability. But here if you move wrong, you have to SPAM counter direction and then again counter direction in an infinite loop hoping you don't move. I did white balls today on ASTARIV. Yes i succeeded all, but man the stress. First one i over shoot. I spam like a lunatic backward to get in ball in time. Barely succes. Second ball i aim JUST before the ball, i'm NOT overshooting at all (kitten anet, consistancy?). I have to again spam keys to get in it in time (this one was closest to fail). Next time i aim 'just' in the white circle, i almost overshoot the whole circle sliding... Next ones all except one, overshooted a ton (one, i didnt move at all, like the earlier one). So i couldnt consistantly counter sliperly slope except with, spamming my keyboard like a mad man. Every wrong move, (some forced by game and not you, like at start of 100 cm mistlock, once you slide you almost can't stop it), needs at least 3 keystrokes to 'counter', sometimes as much as 10. But those keysstrokes, can overshoot once the problem was solved creating the hazard again, again and again. And all this 'thought process' has to go on in the middle of stuff like killing anomaly (as war), going to white circle, not facing skulls, etc. I tried to CC with a strong leap attack of RAMPAGE (warrior elite), i leap almost completely true astariv, sliding almost off the edge, then other skills, leap and keep you standing still. There is no counter to it, and it's super annoying (needs non stop keystrokes to counter). And trust me i know better then most ppl how to counter it, as i've done my share of SAB tribulation mode. All people i talked to hate it, and definitely won't play fractals on those days.

    Anet i thought more instabilities would bring MORE variation. Wrong. 3 of 4 days in row Slipery Slope.

    Will you stop me from doing CM Anet? No not really. Will i hate you every time i do it? Yes. Have to focus 1000x 'stress' on something. And it's not 'learn to play', i know how to play it (hey i did dredge before nerf, and now 3x cm on it, plus tribulation mode). It's more, i have never seen something drain me of my focus this fast, it's like i did a whoel day of gaming when doing 100 cm for 30 minutes. Yes sometimes 1 keystroke counters the slide effect, but it so often doesnt, meaning you insta wipe on some aoe, that you have to not rely on it, and... spam it, hoping you don't have to counter the opposite sliding overshoot. Even high end-pvp or raids don't drain me as much of energy.

    I love the response system in guild wars. Even in hardcore content, it's usually almost certainly your fault you died, cause you didnt respond fast enough. But that response times, is totally thrown into chaos with slipery slope and there's no counter to it, even the much hated social awkwardness had counters. It's like somebody is sitting next to me with ghost hands, and presses the key i pressed, 3x as long even if i didnt want it. And that hidden press i have to counter all the time. What's also bad about this instability, is that it kills your feel for the game. Flux bomb? i move all the time to avoid it (know i have it). With this instability, you can't do that. On Chaos 98, anomaly boss, we had 3 ppl drop flux to close cause they didn't see in time with their careful 'slipery countering' movement. Also: once you start pressing like hell to counter slipery slope situations, it's very hard in the same fractal run to go to normal again and have the 'i can move very precise' feeling, even if the instability is gone, it's like a leftover ghost instability. Another reason i hate it. Other instabilities are no longer in my mind when i switch fractal.

  • Can I just randomly add that Skippery Slope bugs out Druid Staff 3?

©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.