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Ayrilana.1396

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Posts posted by Ayrilana.1396

  1. 7 minutes ago, Gehenna.3625 said:

    The thing is that they've set themselves up to fail in that regard. What I mean is that the DPS output of an average casual, isn't even in the same ball park is the DPS of an average raider. Same with WvW and PvP for that matter. 

     

    Of course there is a point in rewarding people who really get into it, but because the difference is so enormous, there will never be a good average for content and the more casual players will never want to improve to do content because they are discouraged by this gap and how to close it. I would think that they aren't interested in fact in closing that gap. If you want to have that then you need to look at the combat system itself. 

     

    So for me it would make sense to make separate content for each group but Anet seems to want to throw them together with all their might. And so content gets nerfed directly after release. At least that's how I see it.


    While there is a large variance in DPS between player population segments, it’s not the issue here as the DPS check is fairly low due to the boss for each lane having moderate HP values and the timer being very generous. 
     

    There are several things causing the failures. One is that players are not CCing the champs during the lane defense causing them to go into the portal. This increases the bar by a fixed percentage each time. 
     

    Another cause is that players are failing mechanics. I was in a group last night where every platform but one had finished their boss with over a minute left and we all watched a group of four players struggle to kill their boss because they couldn’t do the mechanic properly and attack it from behind.  
     

    The other cause is that players just sit there and eat damage. 

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  2. 7 minutes ago, ugrakarma.9416 said:

    not boss itself, it platform 4 come some sort of "aoe rain" circles coming from nowwhere, with big reds. this "red area" fills 50% of platform or more.... inst like platform  2 where "dodge or die" mechanics is doable once u are paying attention(its punish lazy/unnattention which is fine).


    I’d have to look at that particular platform but you may be getting hit by the attack the marionette does. 
     

    EDIT: I just watched the boss fight for that lane. The boss does a conal AoE in front of it and these does a series of small overlapping circles in the middle after a certain HP threshold it reached.  The large singular circle is from the marionette. Also watch out for confusion stacks. 

  3. 6 minutes ago, ugrakarma.9416 said:

    i agree the scale is fine(perhaps near perfect). but the aoe insta kill is very punishable for glass cannons with low mobility. even harder fractals doesnt have anything like this, some sort of "glass cannon cleaner".


    You’re getting hit with multiple AoE’s. If it’s the boss that I’m thinking then I believe ranged attacks were advised for those unable to avoid them in melee.

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  4. I’ve looked at the LFG and a random posting with someone requiring players to meet certain requirements in a squad that they created is far from toxic. You’re free to create your own squad, join another, or simply join the public instance when it is up. 
     

    As for the meta itself, it’s fine so long as players actually CC the champs during the defense event and perform the mechanics specific to their lane’s boss. This meta doesn’t require anyone to play at raid level. The boss’ don’t have that much health. 
     

    Assuming your group stays on top of the champs during the defense event, your map can fail the boss event up to three times. I would leave any squad considering quitting after failing one boss event as you’ll likely be wasting your time with them. 

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  5. 14 minutes ago, ugrakarma.9416 said:

    as if Anet never messed up bosses power scale before in updates.

     

    anyone remember some update when DRMs with challenge motes actived ppl was killing Ryland like paper? or the first days "winnable" drakkar? also first day Bonneskinner was paper too?


    The scaling on the bosses is fine as they don’t have that much health. It’s the mechanics which continue to trip players up and is very apparent. I did a public instance last night and we finished it in about 14 minutes without any lane failing. There are other times in a public instance where lane five didn’t even get a chance. It all comes down to players not using CC on the champs during the lane defense event and failing the mechanics when fighting the boss. 
     

    This isn’t some one off scaling bug. 

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  6. 5 minutes ago, Astralporing.1957 said:

    It's actually much harder now than it was then. And that's even after considering a lot of general power creep that happened since that time.

    That's because they didn't even touch the original design of that fight And that design pretty much assumed 125 players taking part in this event - 25 players per lane, 5 players per platform. Unfortunately, the private instance is squad-sized. 50 people means 10 players per lane, and 2 per platform. Assuming the squad is full, everyone splits perfectly, and noone dcs or goes down in the lane when it's their turn.

     

    And remember, that some platform fight mechanics require at least 2 players - preferably more. That means the pressure per individual player is now several times as high as it was then.

    In original event, individual players could make mistakes, and it was possible to correct them. Now, a small mistake of a single person can easily fail whole chain phase. There's no space for being less than 120% at all.

     

    Do the public instance if you need more players.

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  7. Just now, Boogiepop Void.6473 said:

    With a full map worth of people. Even with the power creep and the reduced health, the extreme reduction in the number of players in most attempts (probably 150ish per try back in S1 down to hard cap of 50 for private and ~70ish for public) means a number of the mechanics, such as splitting players across platforms, do not scale well.

     

    In many runs, you fail simply due to one platform being empty and nothing else, because there is no scaling to the player counts, for example by only having as many platforms active as there are players who go through the portals/2. These issues are not about the difficulty of the fight, they are basic design problems brought about by a too-direct port of the original setup which assumed much large player count. Unless this is made into a proper on-map worldboss again (honestly why isn't this just a real world boss on Lornar's Pass; not much going on in that map anyway) or adjustments are made for the player number issues, I doubt it will even be remotely doable after the end of public instances in a week.


    Like I said, it’s only been three hours and this event was always mechanics heavy. Platforms end up empty because players don’t split correctly. 
     

    You’re not wrong about it being more difficult to do once everyone has gotten their achievements. 

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  8. 29 minutes ago, Astralporing.1957 said:

    No, i did not. I started the argument because i pointed out that, unlike with other legendary types, in case of armors we can't really talk about five unique sets. There's only one truly unique legendary armor, and 4 sets with legendary QoL but no unique skin - but you've already acknowledged that QoL is not what makes each legendary unique.

     

    The discussion about semantics came after.

     


    And yet the statement which I originally made, that prompted you to post against, is the very statement you’re now saying that I agree with you on. Please don’t act like you were the one in the right as you’re the one that countered my post. 
     

    Perhaps it would have been better to just have agreed with it from the start. 

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