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Sniper.5961

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Everything posted by Sniper.5961

  1. you can do the weekly in like 15min farming subjekt 7 in the gauntlet.
  2. I would like to have a clarification on this inconsistency: https://imgur.com/a/VQCQP5N Which version is going to go live?
  3. The light phase takes like 3 min total with phasetimes under 40s and a comet phase where you just run around in a circle waiting until the boss comes back taking 25s and a teather phase where you chill in mid, also waiting until the boss comes back, taking 50s. If you lower the hp you wait more until the boss comes back then you spent time fighting the boss. The dark phase is even faster taking like 2 min or less on a good pull. I dont think that 5 min + downtime is too much for the entire fractal to clear.
  4. 2 heal mech 2 qfb 2 specter 4 scourge. One or 2 scourge can run blood for rezzing and the 2 healmechs should run pinpoint. Edit: Also you can prestack poisons for last phase if you are organized and all in discord. The 1. dps phase in the last phase is the burstphase with the highest dps potential, so wait before going up to the last phase until you have your skills rdy and then wait again between the last 2 aoes before going towards ankka, use all poisons from the specters there, prebuff and run towards ankka after a few seconds, do not hit her and immediately hit her when she comes down again.
  5. It's a well known bug that didn't get fixed in ages and is annoying me every day when the instab is in 99 or 98 and I want to play power on any class.
  6. I have 11k hours on my thief and i can tell you thief is fine. It has good openworldbuilds, power daredevil is decent at some of the raidbosses, rifle deadeye has a niche role in raid, condi daredevil is decent aswell and specter is imo kinda op in spvp and very good in most of the endgame pve content, since it has one of the highest dps outputs in the game and also provides grp barrier with decent cc, vuln and burst potential all of that while not locked in melee range on condi, with an easy rotation and can also boonstrip with a negligible dps loss. Also you are decent at skipping and you even could play boonsupport. So no imo thief and in particular specter is one of the best picks for most of the endgame group content and should probably even get nerfed. The only downside is that you can only play with one specter per per subgrp since you overwrite poisons if you dont coordinate them, also the aoe dps is kinda bad.
  7. I like the bossfight and its mechanics, the cone attack from Mai trin could have a charge up animation though, like the Shockwave from scarlet does, to make it more clear when to dodge. Every single player has to know the fight and can randomly get key mechanics that can cause a wipe if failed, also if you don't dodge certain attacks you get punished by taking more dps, I like both of these aspects of the fight. In the end you have to keep track of several mechanics at once, but they are all executable at the same time so even though it's not easy it's fair and fitting for a CM. The timer is reasonable and the difficulty is imo harder than some of the raidbosses, if not most of them. I have however one big issue and that is the rewards of it. The rewards are so bad it gives you no incentive for replayability, once you have the archivements, I think it will end up like Dhuum CM, most people will do it once for the archivement and then never again, and that's a pity.
  8. ok, if no one is in there, practice npcs could spawn, bonus points for increasing difficulty. Btw if you are EU we can duel in there or in the guild arena. Just whisper me.
  9. There are 2 major issues with this arena that have to be addressed: 1. The NPCs need to stop spawning, they are disturbing 1v1s. 2. It is called an Activity, it should act like one in a way that people are grouped together from diffrent arborstone map instances like all other adventures work aswell (keg brawl, crab toss, etc.). Otherwise you can only play against people from your current map instance and are not going to find enough participants, because the arena will seem empty even though 10 diffrent people sit in 10 diffrent map instances waiting for someone to join.
  10. I never wrote about skipping the first ano, it's about phasing the boss before the bomb goes off so you don't lose dps when one player has to do the bomb mechanic. And yes I agree 20/20 would have been better and its a good thing that the condi modifier got nerfed.
  11. Yes I am well aware of that and didn't disagree with the fact that the damage bonus of exposed is getting nerfed. The first phase on Arkk has no breakbar however, and you phase the boss even In a decent pug group before the bomb goes off, then you do the bloom mechanic and after that you get a breakbar for the remaining 10% to the next phase where the 2. Ano doesn't even spawn unless you are slow. So no, the exposed change isn't even close to forcing groups to kill that ano.
  12. Is there an ascended back item anywhere in eod?
  13. No thats not how it works. First of all you dont want to have a healer in your party to begin with if you play a power comp because you want to have fast phasetimes so you need to cover all of the offensive boons while losing the least amount of damage and still bringing enough cc and aegis / stability to have a high dps uptime. If you have npng in its current form it just straight up favors a condi comp because you have to bother to strip it in a power comp and you have to strip it fast because the bulk of the damage is dealt within the first seconds, condi on the other hand needs time to ramp up so even if npng would include resolution it would still favor condi. Secondly changing exposed would not make other condi classes unviable, cslb cdeadeye and cdaredevil are very good and in an organized condi group better than scourge, that would not change and even cmirage would still be very good on some bosses. The fact that you have a disparity in the performance between some condi builds is a balance issue however and needs to be addressed seperately it does not justify to leave exposed how it is.
  14. hi, i ran with you and marchen yesterday if im online feel free to whisper me, i would be happy to play with you again. I also think that by reverting the exposed change more people would play power and the pug diversity would be bigger. It would probably lead to what you said would be ok (80% scg fb ren or other condi comps rest power).
  15. Read my post again that was clearly not what i was implying in the slightest, its baffeling how you get that take from my post like you make an effort to misunderstand it. And yes they are going to tend towards the best way to clear the hardest content in the game, i was never disputing that, on the contrary my post was based on it. You also didnt answer my question: "Dont you agree that reverting exposed would be healthy for the current state of fractals? "
  16. I wasnt complaining about the limited number of ways to clear CMs, i was complaining about the fact that one way to clear them with 3 classes in 5 slots is by far outperforming all of the other ways for the vast mayority of the current population. Its also wrong to say that its a fools errand to engineer multiple meta solutions because i just wrote the solution and how to do it: Revert the exposed debuff change fix vengeance and maybe change npng thats it, and it is easy to do that. no hard work for a net needed. If they do that scourge fb ren meta will be still alive but now you have a lot more options to chose from because all the underepresented power classes get a buff. In slow groups condi will still be better, and safer and in 100 it is still going to be meta for all groups. Reverting exposed debuff would bring back a lot of class diversity in pug fractals what we are in dire need of. Dont you agree that reverting exposed would be healthy for the current state of fractals?
  17. If you look in the T4 lfg every day, its very obvious that scourge and fb are overrepresented. And if only 3 classes dominate the pug meta for 5 man content you have a clear balance problem that should get addressed. In my opinion you could fix most of the problem by reverting the exposed debuff change and make it 50 50 again. Condi is stong enough to still be pug meta and power will be played more at least in 99/98 CM. Then fix vengeance bug and exchange fury for resolution in npng or remove the instab completely.
  18. what you described is the normal bahavior of about face, to get the effect that you see in streams you have to do about face with left click held down to make the char run towards you, like you did, and to make it run in the original direction you do not press about face, you just press down rightclick so the char runs forward again. Then you can repeat it as often as you want. So about face char runs toward you, rightclick char runs away.
  19. This is the wrong way to nerf the skill, because the rotation will be frustrating to play, because OWP will not line up with every 2. sic em burst phase anymore and in addition will not line up with bossphases like it used to be. If the Trait has to be nerfed, please either prolong the internal cooldown for the individual hits or nerf the damagemodifier a bit. Either of these nerfs would have the same effect over time and even tune down the burst phases even more, (wich is the intended goal of this nerf) but would still preserve the timing of the rotation, bossphases and thus the enjoyability to play the class.
  20. If you have enough dps and actually phase her quickly, you skip the tornado phase because she is dead before she can use it. If the dps is too low and she enters tornado phase there are a few possible tactics to deal with it. If she has very low hp you pretty much ignore mechanics stay close to the tornado and kill her. Otherwise the most important Mechanic apart from not using projectiles is to prevent someone to get 10stacks of the blue teather debuff, by bodyblocking it, if you get 10 stacks the person will get a lot of damage/go down and everyone close to them aswell (thats probably what wiped your group). try to avoid standing in the aoes so you dont get agony/damage. If you want to do it safely go nearly to the wall and focus on surviving the phase and stop damaging her. If you are confident in the group, and have classes who can damage her from outside the tornado without using projektiles (fbs for example) stay close to the tornado and priorize mechanics over dps.
  21. I am really happy you fixed it, ty :). The whirl finisher from the other dodge trait "impaling lotus" still doesnt work btw, would be great if you yould fix that one, too. I would test it one more time. Working fine for me. Note that you do need to be in combat for that projectile finisher to trigger. Thanks for fixing bound.ok nevermind i was not in combat
  22. I am really happy you fixed it, ty :). The whirl finisher from the other dodge trait "impaling lotus" still doesnt work btw, would be great if you yould fix that one, too. Edit: Nvm i was not in combat it is working as intended
  23. Why? The cc requirement is a lot less than t4You should not be comparing with t4. You should be comparing with other fractals within the same tier. And this fractal on t1/t2 definitely feels as if it should belong at least a tier higher (and wouldn't even be counted among the easier of the fractals in that next tier). It's not the first time it happened, by the way (with the most dramatic case happening with Shattered observatory, when originally, before it got fixed, T1 was around middle-t3 tier and was massively harder than other t1 fractals). Nowadays, when making new fractals, Anet makes the t4/CM first, and then tries to scale it down for lower tiers. This is exactly opposite to how the original fractals were made, and usually results in new fractals being way overscaled in lower tiers initially (until Anet eventually goes around to fixing it).I was comparing it to t4 because the guy I quoted wrote that t1 sunqua endboss is like fighting a strong t4 boss even though that's not the case. So I quoted his comment and was referring to it. After I wrote that I also explained why it makes sense for the fractal to be the way it is. People have to learn the mechanics in t1 and need to get enough damage to make failing a mechanic noticeable. Maybe even with stability unavoidable cc instead of damage would work out, too. You could then replace the cc with damage in higher tiers. Doing so maybe even be a decent middle ground. New people would learn the mechanics and not fail the boss over and over again. It would create a false image of the boss fight though.
  24. Why? The cc requirement is a lot less than t4, everything does much less damage, and you don't get downed when failing a mechanic, you just get a bit of damage, the boss has a lot less hp, the blue tether gives you stacks so slowly the mechanic becomes irrelevant. I don't think the boss should get any more easy than this otherwise people will not even realize when they make mistakes. And its important that people realize when they fail a mechanic, in fact I think the blue tether should get buffed in t1 in a way that the stacks are applied a lot quicker but the damage you get for failing it should be minor while noticeable. It's by design a mechanic heavy boss and t1 is there to learn it. So if you want people to learn the mechanics of the boss they have to be punishing enough to make them noticeable. Because if they are not people fail to learn. Another point is that Sunqua is the last frac before entering a higher tier so you can view it as a trial for the higher tier. The only criticism I have is that there is no ingame guide. There are mini bosses that should teach you the storm phase, the meteor phase and the blue tether, but the blue tether will go unnoticed. In my opinion there should be a book before the boss that explains mechanics again. To not break the immersion it could be implemented as combat notes from prior adventures or something like that. Implementing breakbar tutorial in the fractal lobby would be helpful as well. You have to consider that inexperienced players don’t generally look for well organised party compositions and often they play with other inexperienced players. The damage they can take in Sunqua Peak is far higher than what they take in any other Fractal. If someone don’t have any problem completing Sunqua Peak T1 (in a group of similarly experienced players), then could easily go straight to try most T3 Fractals (AR requirement excluded).Could be nice having to care about what happens in a fight, but almost no other Fractal forces players to do that, especially not in T1.Also, Most players doing T1 Fractal could be inexperienced players which have yet to learn the basics of the combat system (which the game totally fail at teaching), and that often feel overwhelmed by all the things they have to learn and pay attention to. Imagine a group of inexperienced players that try Sunqua Peak T1, suffering for hours at the last boss (something common), failing or barely completing it. Most of them would barely learn anything, also they could not want to try it ever again. We are talking about the lowest Fractal tier and Fractal is the main instanced repeatable content still supported by ArenaNet and available to any player since level 80. I see no reason to give such an unpleasant experience to new players. Sure, they could just avoid that Fractal and many of them will do that.You absolutely do not need a propper group composition for that frac on t1, i took that into consideration. The damage is still minimal, you dont even need a dedicated healer in CMs for it. What do you think should be done about the frac? I think its fine as it is, it has to train people for the higher tiers afterall, the general problem is, as you already wrote, that the game does not teach players about combat mechanics (Breakbar including exposed debuff, keybinds, boons, conditions and how to remove them, stunbreaker, soft and hard cc, combos, prestacking, skipping, /gg, kiting, pre and aftercasts, special action key, not to mention all the weird defaults that you have to reconfigure) , builds (gear and its aquisation, role, rotations, traits and utilities, buffood, frac potions and ar to precision conversion, attuning und infusing rings,"unique" gear), groupcompositions (What makes sense and why and where), standart bossmechanics and knowledge of tools to monitor your own and your groups performance (like arc dps and its logs). If that would be the case we would not have this thread, the skillgap between average and decent players would be not that high and content could be balanced a lot better as a result. Its a know how problem that got failed to be addressed for a long time.
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