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Alethia.3597

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  1. I did some more researching looking back. In 20 more logs under 25% health, 5 of them had this issue which is more common than I was expecting. All are under 50% health on Dagda when it happens. In addition to jade mech and druid pets, using the assumption the target is chosen slightly before the mechanic happens and following Dagda's direction and the squad stacking, it can also go on Sword of Justice and fire ele from Glyph of Lesser Elementals.
  2. We knew this was a thing in normal mode, but with the number of pulls on Challenge Mode it is now proven to be happening in this as well. This is where it is more detrimental, so I'm going for a forum report as well. In CM failing this will increase the amount of CC that is required on each bar for the rest of the fight as well as the temporary Infirmity on the entire squad. Dagda can choose a non-player target for Shooting Stars/Green Arrow which can make it near impossible to do the stacking arrow mechanic when you can't see, or control, the target. If you do something to despawn it off the field it also counts as a failure. In normal mode when we tried to prove this out to report it happening we could only get it to happen after Dagda was below 50%, but we didn't do enough pulls to say that is an absolute factor. Both of these logs are sub 50. We have 2 logs showing this happens, once on a Mech the other seems to be on a Druid pet. https://dps.report/zdIO-20240206-190350_dagda In this log Player 6's mech was logged as chosen at 391.69s, in the mechanic logs you can see it as "Shooting Stars", but it lacks the matching "StarsTarg.A" that players have. At 338.86s the squad all takes debilitated which is the punishment for non target failure. Spinach the mech, rests in pieces, being obliterated. It didn't leave the field completely, but was not attacking and was unresponsive until it was stowed and returned after the full death timer. https://dps.report/bgZi-20240207-154430_dagda In this one it appeared in the pull that Player 1's ranger pet was chosen for the attack around 555s. While the timing of the movement was slightly early compared to the time in the log, to the person who shared with this me for the report it looked like it was possibly on Player 1. They actually didn't have enough players in the arrow to complete it, but it didn't kill a player as it would have if they were the target.
  3. I know we may sound like broken records when saying something, but people attempting this the first time shouldn't be scared to put up their own LFG saying that it is there first time or they need help/commander etc. There have been a bunch of veterans taking the time to join the groups when they can and giving pointers. You may not be as likely to get a kill as in a specific training run, but a lot of the community jumping in here needs the experience of several pulls (and sometime getting appropriate gear and builds) before they get over the line. I have never listed a KP group (I have used exp when short on time), but I absolutely support the right for people to do so. It is a matter of respecting others time when they usually just do a single clean pull and they are done for the week. For some people that is the only 20 minutes this week they had to to list, fill and do the strike. If a bunch of people join that have no idea what they are doing it will likely not happen Everyone loses and the veterans get a little more salty about LFG unknown people. Almost all of my game time this week has been spent in training runs and a bunch of guildies, friends and strike regulars have been kind enough to help out here and there. It is a fact we are bringing experienced challenge mode DPS players into some of these runs to pull the average DPS up high enough to get inside the timer. At the end of the first week, in 14 training kills I have an estimate of taking 98 people through their first or second kill. For some people this CO CM has been the first strike in any mode they have done and it is really down to them being willing to take time to learn jumping in the deep end skipping normal mode. From runs where I am actively teaching people, not just jumping into a random group to help, average time to a kill (excluding instructions and pointers between attempts) has gone up slightly since the start of the week as the type of player changes, is now 57 minutes. Average number of pulls to a clear, including all of the deaths to first green arrow, is now at 9. If you are new to the content, that might give you a bit of an idea what to expect compared to veterans who will single pull in around 8-9 minutes. People are still out there listing training groups or looking out for them when have time to help.
  4. An ANet tag may be an artist or a sound designer etc, in their free time they may need to learn mechanics just like the rest of us do. For people lurking and thinking this is still beyond them to attempt, most training runs I'm running are still going well. Longest streak with a group until they got it down, with some very new to the content players, was just under 2. 5 hours. But of the 12 groups I have taken through so far (including the long one) the average clear time, excluding instuctions before we start and tips between pulls, is 31 minutes to a kill.
  5. This has cropped back up in Cosmic Observatory CM. It is currently hiding green stack circles and orange spread circles if it is set to hiding all or only showing your party.
  6. Most of the new folks today I met who are listening to people in training are doing ok. I really hope they had fun and will come back again. I've taken 5 groups through today and all got kills after some pulls. Various levels of experience and only had one person that I had to say they need to get some better gear and build then come back another day with us. A bunch of people got their first CM kill and for some it was a first strike altogether.
  7. It is a good stepping stone into some of the harder instanced content. Some of us who regularly teach the strikes to people to the content are already talking about listing extra groups and training runs to help others through. If you are new to this stuff, please don't jump straight into the EXP ONLY groups and think you can just blend in the background, respect everyone and the time they have. It is also not helpful to join with "hi, DPS" before we get the other roles covered. I know there is a fear of missing out is real, but it is really tiring on commanders keeping track and then possibly kicking people so basic roles are covered. There are some good guides up and the wiki is up to date to have a basic idea of the mechanics before you start. Be prepared to get on Discord, listening only is usually enough, so commanders can keep pressing their own skills while making call outs. If you are new to this kind of thing please be patient. Like a meta can be long when learning, it will likely take a few pulls and most new groups we teach will take about an hour to have a good run at it.
  8. It may not be for everyone, but this seems to be the same as what has been crashing us in instanced content like strikes. I just crashed myself checking. Typically crashes after about 5 to 30 seconds into an instance if shaders are on low. Anything higher than that will typically stop the crashing.
  9. There is an alternative way in the game to gain the item now. You can buy it for Imperial Favor and Research notes instead. If you can manage instanced content for around 15 - 20 minutes though, it is far easier to just go through the strike. There are still a lot of strike regulars who will help people get their turtles when we see someone listed in LFG.
  10. My first thoughts were along this line too. The way I am reading the news post is that the start point is going to be a chest that contains, potentially, three core accountbound on aquire relics. Without too much thought into it yet, if this was switched to one relic per chest and send out one chest per equipment template on a character it will put most builds in a workable state. The armory keeps track of legendary runes, so stop gap until functionality is returned why not add an NPC (or function to an existing one) to the usual main centres/hubs that will trade with anyone with 6+ legendary runes unlocked. Like the fluid weapon choice after Knight of the Thorn, it could be possible to trade any in core relic and be given a bound relic chest back again. It wouldn't crash the markets being bound and would give most of the functionality back until we have a legendary. Have the chest account not character bound so players can distribute them as needed between their characters. Ideally we could trade for expansion relics, but was just a first thought for a start point.
  11. This is on the rare scale of a bug on frequency, but when it happens you cannot complete the strike as you will end up with two shielded prototypes on the field at once. It happens on the switch from CC puzzle to 60-20% health phase of Vermillion. Vermillion may briefly appear, or not appear at all, then Arsenite will drop down. Arsenite can be damaged, but when phased there will be a phase with the other two protypes both shielded. I have seen it a few times, but only have two logs with it which shows the missing Vermillion phase. https://dps.report/BK0h-20230209-221221_olc https://dps.report/0027-20230315-203519_olc
  12. Is a solution to think sideways and just completely remove the effects off the 3 non-slumbering trinkets and add it to new enrichments instead? Make a new collection with 3 tiers that each tier unlocks a new enrichment with each trinket on your account to pull from your hero panel (like AP reward weapons) to match the old effects. It would create a mess of combinations to cover the current combinations (6) of enrichments boosts, but we could just choose whether we wanted the 1, 2, or 3 combo version of the effect. Enrichments are in amulets so it wouldn't create a problem with possibly duplicating a free legendary to introduce a slumbering version or with putting it on infusions. It might have less detrimental visual edge cases - it would not allow visual overlap with Koda's Warmth, Otter's Blessing and Celebratory Birthday Enrichment. The birthday enrichment interacts with draw weapon effect, so it seems theoretically possible.
  13. In the last 4 days I have had strike missions bug out twice with what are the scripted mechanics of the encouters. The first one was Cold War, which was post patch, so I didn't know if something had been changed and it was the new normal. Through the entire encounter the charr copters persisted and after the end boss spawned the waves of enemies that should have stopped continued. There was barely a pause between the expected rounds of mechanics, but without audio it was hard to tell from the chat log if it was happening faster than usual - I now suspect it was two copies running.I put this down as a change, but we struck the same issue in Whisper of Jormag in the last 24 hours.No-one caught it on video and I only grabbed one screenshot as it was hard to survive. We had failed a kill and reset within the instance before trying again. On the second attempt, all the mechnics that were not a direct attack were happening twice. When Spreading Ice had filled and the attack was dodged the circle was still around us and refilling. Lethal Coalescence almost always happened on two people. I don't know if when it didn't it had chosen the same person twice. You can see with the screenshot with the height of it falling that it is just slightly out of sync with the first one. https://imgur.com/a/hilJjKe
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