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Fractals: My gripes.


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#1 Andemius

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Posted 30 November 2013 - 06:32 PM

Hey all.

I'm a supporter of fractals, I enjoyed them immensly prior to the patch, as it seemed the only truly challenging pve content (L40 and above only).

However, the recent changes has left me dissappointed. Allow me to elaborate.
  • Reseting levels due to a leaderboard. This is a bad idea simply based on the fact we have a "temporary" level cap. The people who enjoy fractals will be L50 in a week, if that.
  • The Molten Boss fractal. It's horrific. I am pretty good at dodging, and I can avoid most of the shockwaves and agony. I'm one person. If the rest of my team isn't quite as good, we will fail. This particular fractal is also nigh impossible for people who do not have the required amount of AR to fully mitigate agony.
  • Tied into #2, we have "Outflanked". Now I'm 100% sure this is bugged, and speaking to others they feel the same. As it is currently, outflanked is the sole reason to re-roll a fractal unless you want swamp. Outflanked (unless it gets fixed) is making the Molten Boss fractal nearly impossible. I'd say the Healing deficiency is mean too, but manageable in all but the Molten Boss fractal, where you need the most healing you can get.
  • Reactor Story. Two points here. One, I'm sick of Scarlett. There was absolutely no need to have her in it at all. Two, I cannot believe Anet did not think to put a WP or a checkpoint in to the instance on release. Did not a single person think of this? Myself and 4 guildies muddled through it without one, it was not easy. No check/WP is nothing short of lazy testing/checking on Anet's part.
  • New infusion method. It's another step right off the bat. That's not helpful. However, without any information about how high the new infusions can go (I've seen a link for a +30), and how much AR will be required at max level when the cap is raised, and whether ascended armor will have an infusion slot, how is anyone supposed to know how much to invest in? I've seen some calculations flying around estimating the cost of high level infusions as very very expensive.

Long story short, I'm disappointed at the implementation and testing of the new system. There is too much that could have been spotted by common sense and simple testing, and not enough information about the new infusions and future agony requirements to make any decisions.

Thoughts? How do you think the release and new system is faring?

#2 Gyre

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Posted 30 November 2013 - 07:13 PM

I was waiting for this thread so, short and sweet...

I agree.

I'd go one step further on your third point. I have a mostly negative opinion of mistlock instability as poor game design and substitute for genuine difficulty in general.  If you want to make something hard you move enemies or change layouts creating that element of uncertainty again.  It's finding that delicate balance point where something pisses you off just enough that you want to beat it rather than being so unfair it's miserable.

#3 Minion

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Posted 30 November 2013 - 09:55 PM

Agreed with all those points, especially the faux-Smough and Ornstein fight in Molten Facility.

I am pretty sure when I did it the first time, I killed the shockwave bot first, which made it easier. Second time we took out lava-shitter and suddenly, it got 100x worse when he died. Few of us were naked (admittedly two of the party had no AR) by the end and much fury and rage was emitted in guild chat after. It was a ridiculous fight that was clearly ripping off dark souls in the worst way possible.

Mistlocks are an idea from GW they used for PvP; Flux. I'm sure some of them will be fun and others will be so stupidly imbalanced that everyone will quit there (no downed state or heal skill).

Edited by Minion, 01 December 2013 - 03:59 AM.


#4 BartenderMan

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Posted 01 December 2013 - 12:41 AM

Don't forget the Dredge fractal. The 1st part is absolutely frustrating now (unless the group is fully coordinated), and they haven't done anything to make the bomb part any better. It just takes too long, and I think I actually prefer Cliffside over Dredge now.

#5 Phineas Poe

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Posted 01 December 2013 - 05:34 AM

View PostMinion, on 30 November 2013 - 09:55 PM, said:

It was a ridiculous fight that was clearly ripping off dark souls in the worst way possible.

Dark Souls wasn't the first game to have two bosses in tandem where defeating one empowers the other. There's even a trope for it.

But I do think both Molten Might and Trin's End could use quite a bit of balance polish. I'm also not really sure how much I should be investing in these +1s. I've left all my infused rings at +5, with the Versatile Agony Resistance in the offensive/defensive slots. Just doesn't quite seem worth it at the moment.

I still think it's just an alternative path, designed for those that don't want to spend fractal relics. Or those that want more meaningful stat boosts for their offensive/defensive slots without sacrificing AR.

Edited by Phineas Poe, 01 December 2013 - 05:35 AM.


#6 Minion

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Posted 01 December 2013 - 07:22 AM

View PostPhineas Poe, on 01 December 2013 - 05:34 AM, said:

Dark Souls wasn't the first game to have two bosses in tandem where defeating one empowers the other. There's even a trope for it.

But I do think both Molten Might and Trin's End could use quite a bit of balance polish. I'm also not really sure how much I should be investing in these +1s. I've left all my infused rings at +5, with the Versatile Agony Resistance in the offensive/defensive slots. Just doesn't quite seem worth it at the moment.

I still think it's just an alternative path, designed for those that don't want to spend fractal relics. Or those that want more meaningful stat boosts for their offensive/defensive slots without sacrificing AR.

I looked at the videogame tropes; there's nothing similar to Smough and Ornstein in that short list. They really didn't split hairs either, because it's a specific sub-trope: "pair of enemies, one dies, other absorbs fallen power".

That's exactly what happens in this Molten fight. Replace lightning with a jetpack and flames, and the hammer tremor for simply jumping and you've got the same damned fight. Anyway, I don't really mind that Anet like dark souls and want to steal all their boss fights. Common sense really, since it's a superior game in terms of style, content and creativity.

Infusion slots aren't an alternate path. You had your
+5 natural AR from the infused ring removed in place of a necessary grind (or whip out your wallet) to buy as much resistance as you like. You can still get the +5 infusion however, which is free anyway, if you don't want the extra stats. Imo, stop at +10 AR infusions for a total of 15 per infused ring. Any higher will be overkill.

Mai Trin/Horrik fight indeed needs balancing, it's far too easy.

#7 Phineas Poe

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Posted 01 December 2013 - 07:35 PM

View PostMinion, on 01 December 2013 - 07:22 AM, said:

Infusion slots aren't an alternate path. You had your +5 natural AR from the infused ring removed in place of a necessary grind (or whip out your wallet) to buy as much resistance as you like. You can still get the +5 infusion however, which is free anyway, if you don't want the extra stats. Imo, stop at +10 AR infusions for a total of 15 per infused ring. Any higher will be overkill.

I think that depends entirely on what the cap will be after they unlock fractals beyond 50, if there will be one.

I think it will also depend on when ascended armor comes out, though I'm sure these two changes will occur simultaneously. If it turns out that we can slot Versatile Simple Infusions on armor too, that gives an additional +30 AR right there. That means, without infusing any of your gear, you can obtain 70 AR. If they leave armor non-infused, that means +10 Agony Infusion would only get you to Personal Level 100.

RE: Mai Trin, I do think it's a very easy fight mechanically. Stack on Mai Trin after the fire field lands, Purging Flames for bleed stacks, and snare her when you see the lightning field. Rinse and repeat. It's the same as it was during the Living Story. But I've heard horrors about Mistlock Instabilities affecting fight progression.

Edited by Phineas Poe, 01 December 2013 - 07:35 PM.


#8 Andemius

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Posted 01 December 2013 - 09:42 PM

70AR at L50 is the required level to not worry about agony. You need 3 +10s for this. I'm fine with getting those and sticking them on my gear, but I don't want to come back a month later to find I should have done +15s. How is one to know what the stopping point is?

RE Mai: I'd say it's about right in terms of difficulty. An organised guild group will have no difficulty, albeit it's a more stimulating fight than the Maw. However PUGs and less experience people will have more trouble. Some of the instabilities are a pain there too. Which imo isn't a way to increase challenge.

While on the subject of instabilities, the "Poison, chill, confusion = boons for foes" one is quite imbalanced. What are condition necros and any mesmer supposed to do there? I know anything that's not a warrior or guard or mes might as well be bananas in Anet's eyes, but this instability might as well be renamed "Necros re-roll".

#9 Phineas Poe

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Posted 01 December 2013 - 10:33 PM

View PostAndemius, on 01 December 2013 - 09:42 PM, said:

70AR at L50 is the required level to not worry about agony. You need 3 +10s for this. I'm fine with getting those and sticking them on my gear, but I don't want to come back a month later to find I should have done +15s. How is one to know what the stopping point is?

I think this issue would be greatly averted if they allowed us to remove infusions. Take out your +10, combine it with another +10, and get a +11. Then make another +11, take out the +11, and turn it into a +12. Rinse and repeat.

I think that makes a lot more sense than making you replace each infusion. And significantly less expensive.

Edited by Phineas Poe, 01 December 2013 - 10:39 PM.


#10 Minion

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Posted 02 December 2013 - 10:57 AM

Ok, what the fack is this? I just spent 7,5 hours in fractals. We rolled Ascalon->Blizzard->Dredge->Molten Duo boss on level 33.

Level 33 is the mistlock "enemies deal extra damage, basically all the time". The blizzard fractal was brutal, but even worse was the dredge fractal, where we almost lost all hope. We cycled through four or five pugs and re-rolled a number of professions. The dredge fractal is simply broken right now.

I can understand why Anet decided to move people off the panels after dying, to prevent "cheating", but seriously now, for those high level fractals, it's often needed for some team-compositions. Don't get me started on the molten facility boss.... That took a good while to clear because there's a clear anti-res policy in that fight; we were saved soley by having two krieg-banners at hand.

If any Anet dev is reading this now, I will bet you real cash if you can stream a team of devs killing the molten duo. I sincerely doubt you can. And why's that? Because it's bullshit unless you use gimmick skills like kriegbanner.

Mistlocks are such a bad idea, I see that now. Artificially raising the difficulty of the game through means which the engine wasn't designed to handle. This essentially turns a 30 minute game into a 20 hour one, as there will be sections nigh-on impossible with certain mistlocks. No heal-skills will be insanely hard if you're struck with agony, for example. Anet need to seriously reconsider some of these or atleast balance the bloody boss fights and dredge fractal. Better yet, send all the dredge to the camps and let them burn.

#11 Thaddeuz

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Posted 02 December 2013 - 02:53 PM

1) Anet never thought that people could go higher than level 49, so we kinda broke their plan. For me the reset is only so we play Fractal as they intended it in the first place, which is a bad plan. With the new agony and boss at every level (odd or even) you couldn't do a level 80 or 79 anyway right now. And that leader board is just stupid.
2) I find the Molten Bosses really awesome and one of the best boss fight of the game. Its challenging, you need to focus, be prepare, have skill and reflex. The problem for me its the Agony. I'm good at dodging but not perfect. Agony will hit me at some point and anyway some random agony appear when i ran next to the boss so now its not only about skills, but also about gear. I won't do a fractal without at least 3 members having enough AR to only get 1% dmg per tick or it could really be a freaking hell at this boss with multiple wipe. The fight difficulty is good, but they need to relax on the Agony on this one.
3) The instability in general have two issue. One in design and on in balance. A lot of these instability are really nice. They give a new challenge, forcing your party to change tactics. But some are just lazy design that don't bring something new to the fractal, its just make it harder (like more dmg or longer condition). Other just need to be fixed because they have unintended result (at least i hope its unintended). I think the whole system of instability will be polish overtime.
4) Ya the story is just broke. Hopefully i don't have to go throught it again but this will freak people out. People that could enjoy fractal, but won't put a foot in there ever again.
5) The system have way more flaws that the older system, but i understand the reasoning behind it (or at least i think i do). With this system, its easy for Anet to modify the drop of agony resistance to adapt to any augmentation of the highest level. With +1 Agony you can craft a +10 in a decent amount of time with is the number of AR you need to reach +70 AR for level 50. When level 51 to 60 will be available, probably the Armor will be enough to reach  100 AR. By the time level 61 to 70 will be available they just have to let +10 AR drop in these level so people can craft +20 AR in a decent amount of time. With level 71 to 80 available well +20 AR can drop. For me this is system is really not great as they let you with a bad taste of wasted effort every time you upgrade your AR. So i hope they change it.

#12 Zhaitan

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Posted 02 December 2013 - 06:54 PM

I don't bother about this update to the fractals. Why?

1. In a couple weeks, a few "chosen" levels will emerge that everyone will do to progress as everyone used to do 26/28, 38 and 48 instead of others before this update,

2. If that does not happen and forums get overrun with more tears, in a few weeks/months ANET will nerf everything and settle it for everyone and all.

I am just pissed at ANET because I have to go thru more shit now to get half the tokens and usual lackluster rewards what I used to get before update. So, I am gonna stay away from fractals for now.

Edited by Zhaitan, 02 December 2013 - 06:57 PM.


#13 Andemius

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Posted 02 December 2013 - 06:56 PM

View PostMinion, on 02 December 2013 - 10:57 AM, said:

Ok, what the fack is this? I just spent 7,5 hours in fractals. We rolled Ascalon->Blizzard->Dredge->Molten Duo boss on level 33.

Level 33 is the mistlock "enemies deal extra damage, basically all the time". The blizzard fractal was brutal, but even worse was the dredge fractal, where we almost lost all hope. We cycled through four or five pugs and re-rolled a number of professions. The dredge fractal is simply broken right now.

I can understand why Anet decided to move people off the panels after dying, to prevent "cheating", but seriously now, for those high level fractals, it's often needed for some team-compositions. Don't get me started on the molten facility boss.... That took a good while to clear because there's a clear anti-res policy in that fight; we were saved soley by having two krieg-banners at hand.

If any Anet dev is reading this now, I will bet you real cash if you can stream a team of devs killing the molten duo. I sincerely doubt you can. And why's that? Because it's bullshit unless you use gimmick skills like kriegbanner.

Mistlocks are such a bad idea, I see that now. Artificially raising the difficulty of the game through means which the engine wasn't designed to handle. This essentially turns a 30 minute game into a 20 hour one, as there will be sections nigh-on impossible with certain mistlocks. No heal-skills will be insanely hard if you're struck with agony, for example. Anet need to seriously reconsider some of these or atleast balance the bloody boss fights and dredge fractal. Better yet, send all the dredge to the camps and let them burn.

Yeah, that instability is horrifically bugged. I tried 30 something with a guild team and it went really badly. The issue was that one person didn't have enough ar to mitigate to 1%, so died almost instantly in the molten boss fractal. I mean this wasn't even a pug team, it's a team of people who know what they're doing.

I actually like the ascalon fractal now, if only due to it's easiness. The friendly npcs have AR so make short work of the boss, and can be warbannered if they do go down.

I did dredge on L40 odd 1 day ago, and it was painful opening the gate. In the end we rolled 3 thieves and 2 guardians. Seems poor design that you'd find this impossible with certain compositions.

#14 Gyre

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Posted 02 December 2013 - 11:26 PM

Hit detection on the molten berserker shockwaves is just mutilated.  Once it starts chaining 3-4 in row your chances of dodging are shot so that leaves jumps if you can't get out to 900+ range.  If you've got even the slightest bit of lag here good luck.

You shouldn't have to run multiple thieves on dredge just to clear the panel section.  Even if you kill the dredge, which seems to be Anet's intention, they respawn rapidly and in large numbers.  It finally took 2 thieves for us, a guard on the panel and a second guard pulling the dredge out to the door.  They just need to do a top to bottom rework of this godawful fractal...nobody can seriously like it at this point.

#15 Paradoxical

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Posted 03 December 2013 - 01:46 PM

So I see a lot of people bringing up agony.

Not to rain on anyone's parade but...

Why are you attempting a fractal level where you don't have a sufficient resistance to it where it mitigates it for the most part? 30's are not bad at all especially if you've got 45 AR. Agony as a mechanic is simply in place to prevent players from reaching another tier of difficulty through gear grind, plain and simple. Simple infusions are cheap as chips, same with infusing your rings. The only thing is that it requires 'Grind'. Fractals was designed as an End Game, repetative piece of content for 'Hardcore' Players.

The mistlock instabilities are akin to the GW1's Realm of Torment Environment Conditions. There are some pretty dumb fractals to get if you have mistlock X though, I'll give you that. I thought the whole 'Outgoing Control Effects are Decreased' (Level 36 I think) instability was a joke until we got Grawl Shaman. Myself and another player swapped to our thieves and traded using Scorpion wire, thieves guild, and the thief trap summon to kill and restrain the grawl before they got to the prisoners. But yes I admit some of the instabilities just don't do anything to change tactics and a lot are somewhat inconsistant such as flanking. It's just luck of the draw with how much you get screwed. How about you decrease the mob health and damage but add different mob types or positioning to change fractals? Add a Minion Master or Dual Profession mobs like the GW1 War In Kryta stuff did. They took popular PvP and PvE builds and slapped them on PvE groups. Great surprises when I saw that and totally entertaining to see.

I mean GW2 devs don't want to exclude players from content, but it still does anyways (Just in a different manner) and it frustrates other players. Public groups are not fun. You have no idea what they're bringing. Sometimes you get the great Pub player who has sufficient AR and a good set of skills and knowledge when to use them. Other times you get the pub that has no clue what AR is or they thought the Fractal level was the recommended Character Level. Fractals are gated, period. End of story. Instead of getting a message saying, You have not grinded enough fractal infusions to do this difficulty (Sarcasm intended), you get "I die ten times because of Agony. Screw this s***. WTF Anet. I want to do this content because I feel entitled and you said I can." Sure three out of five players may have sufficient AR, but the two that don't want to be carried through to a higher difficulty. I don't know why, maybe because they want a 'Challenge' or they're 'Greedy'. I don't know people's motives. The design is just not all there to be an enjoyable experience for Fractals especially when dealing with public groups.

/end rant.

#16 Phineas Poe

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Posted 03 December 2013 - 04:39 PM

View PostMinion, on 02 December 2013 - 10:57 AM, said:

No heal-skills will be insanely hard if you're struck with agony, for example.

...Or just have the proper amount of Agony Resistance. People complained that PvE is too easy. Now FotM kicks your ass and you guys want it nerfed because you haven't figured it out in a week, or actually have to change your build a little bit. This community makes no sense to me.

Fact is: that instability is perfect for Warriors and Elementalists, and perhaps encourages more players to wear a Cleric set and rely on alternative heals like Virtues and Super Elixir to stay alive. I think it encourages build diversity and adds a new challenge to the game. Faceroll Mode: Off. Isn't that what we wanted?

I do understand the issue that pugs are impossible to play with 30+, however. It's particularly limiting, especially if you're not in a somewhat large PvX/PvE guild. But I personally don't pug above 20.

Edited by Phineas Poe, 03 December 2013 - 04:44 PM.


#17 Thaddeuz

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Posted 03 December 2013 - 05:30 PM

View PostPhineas Poe, on 03 December 2013 - 04:39 PM, said:

Now FotM kicks your ass and you guys want it nerfed because you haven't figured it out in a week, or actually have to change your build a little bit. This community makes no sense to me.

Its a community with a lot of people with different opinions. Some people want more harder content and they are right, other ask for the game to stay for casual and they are right too. And this is not the only two sides. Some like hard content and are happy with the agony like it is since you need to grind Agony Resistance to be able to go through a high level.

Personally, i want more difficult content but I also want that agony could be evade. I want that you can replace agony resistance with skill. I miss fractal level 40+ during the time we had only 30 AR max. My fractal had only two people with AR, the rest didn't bother with AR since even the max possible didn't help in some boss. Each mistake we did back then usually meant death (not even down, strait death).  We had to be almost perfect and every mistake we did add huge consequence on us but on the whole party. But at the end you had (except for Jade Maw) dodge, evade, blind, block, invunerability, etc to survive Agony attack. It was all about players skill. Now the new fractals boss (Molten and May Trin) are freaking easy after two shot at it and a good amount of AR. This is not difficult content, its only gear gated content. Don't get me wrong i still love fractal, the Mollten Bosses are way better that Jade Maw and some of the instability are really awesome in bringing new content. But the fractal today only bring difficulty in reaching and preparing for them, not actually do them. It take time and effort to get the right amount of AR, but after that the fractal are more easy than ever. Addition to fractal are nice in part, but they are not more difficult that they used to (with exception of some really hard instability).

#18 Phineas Poe

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Posted 03 December 2013 - 05:47 PM

Not sure being "right" or "wrong" has anything to do with it. I'm just not quite sure where people stand on PvE anymore. Do we want the Zerker-or-GTFO trains or not? Because while I agree with Paradoxical that they could tweak some of the Instabilities as they're too good for certain fractals, overall I think (along with Paradoxical) it's a creative mechanic that pushes people to use new strategies. Reminds me a lot of Halo "skulls" making tougher legendary playthroughs or Firefights in ODST, even though I'm sure the concept originated elsewhere. Powering through content on Berserker is still possible, but requires a bit more thought than just spamming Warbanner every time someone goes down.

View PostThaddeuz, on 03 December 2013 - 05:30 PM, said:

Personally, i want more difficult content but I also want that agony could be evade. I want that you can replace agony resistance with skill. I miss fractal level 40+ during the time we had only 30 AR max. My fractal had only two people with AR, the rest didn't bother with AR since even the max possible didn't help in some boss. Each mistake we did back then usually meant death (not even down, strait death).  We had to be almost perfect and every mistake we did add huge consequence on us but on the whole party. But at the end you had (except for Jade Maw) dodge, evade, blind, block, invunerability, etc to survive Agony attack. It was all about players skill. Now the new fractals boss (Molten and May Trin) are freaking easy after two shot at it and a good amount of AR. This is not difficult content, its only gear gated content. Don't get me wrong i still love fractal, the Mollten Bosses are way better that Jade Maw and some of the instability are really awesome in bringing new content. But the fractal today only bring difficulty in reaching and preparing for them, not actually do them. It take time and effort to get the right amount of AR, but after that the fractal are more easy than ever. Addition to fractal are nice in part, but they are not more difficult that they used to (with exception of some really hard instability).

I agree, though I do think the new boss fractals are tougher than Maw. I think Mai Trin requires some semblance of group coordination, and the Molten Duo actually requires Endurance management and some skill priority. Compared to Maw, which was simply about holding onto crystals and throwing them at him, they're both, on paper, tougher fights. I definitely never had to worry about condition removal against him.

Edited by Phineas Poe, 03 December 2013 - 05:52 PM.


#19 Thaddeuz

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Posted 03 December 2013 - 06:16 PM

View PostPhineas Poe, on 03 December 2013 - 05:47 PM, said:

I agree, though I do think the new boss fractals are tougher than Maw. I think Mai Trin requires some semblance of group coordination, and the Molten Duo actually requires Endurance management and some skill priority. Compared to Maw, which was simply about holding onto crystals and throwing them at him, they're both, on paper, tougher fights. I definitely never had to worry about condition removal against him.

Oh sure the Molten Duo and Mai Trin are tougher than Jade Maw. There is no difficulty in Jade Maw. Personnally i like these two new final boss. I complain about the poor implementation of Agony and Agony Resistance. I find this poor in my opinion (i'm sure other people like it as it is now). When fractal began a year ago. Agony Resistance was really optional. It was nice to have it in level 10-39 to make these runner more easier. But at +40 its was useless because you couldn't have enough of it to make any difference. With 0 or 30 AR you were pretty much screw if you were hit by any Agony Attack. My group learn to fear agony and prepare a couple of back up plan to make use to not getting hit by it or survive hit. I manage my endurance, had my Focus block, my elite invulnerability, a shout that give me vigor, a trait that give me vigor, had my reflect, and even learn how to move in desperate situation when i have nothing else left in my sleeves. At this time Agony Resistance was for casual and pugs so they could easily do fractal 10-39, while hardcore and skilled player had a real challenge in level 40+. This was the situation back then and since then everything was reverse. Who give a ♥♥♥♥ about players skill, when you can do a couple of fractal and farm to get +70 AR and you are left with only insane instability and fight against large numbers of mobs with huge amount of HP. I repeat. I still like playing through fractal and some of their instability are really welcome. They went another direction from what i was expecting and hoped and for me their direction was not the best. Still it not a totally bad direction neither. A couple of balance in the instability, while I help more and more guildmate to gear up with max AR and I'm gonna continue to enjoy fractal with friends.

Edited by Thaddeuz, 03 December 2013 - 06:17 PM.


#20 Andemius

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Posted 03 December 2013 - 07:47 PM

View PostParadoxical, on 03 December 2013 - 01:46 PM, said:

snip

Because I play with people who haven't maxed their agony yet, cos they prefer dungeons or whatever. Prior to the update, I could take a team with maybe 2 or 3 people with insufficient (yet not enough to let you die straight off) AR. Now I can't. Molten Boss fractal will kick your ass if your AR is not 1%. I mentioned earlier I did a guild run, we ended up quitting at the 4th (molten) because one person didn't have enough AR, and we had Outflanked which is horrifically broken.

I want it to be a challenge. I don't want it to be easy. I do want it to be viable for any group composition, and I also want to be able to play with people who don't have 1% AR without being severely handicapped.

View PostPhineas Poe, on 03 December 2013 - 04:39 PM, said:

snip

I'm not 100% sure, but the instability says "reduced healing" not "reduced healing from skill activation", hence Healsig would still be bad, correct me if I'm wrong. Fractals kicks my ass because of 3 things. Teammates who aren't quite up to par, broken instabilities, Molten Boss fractal. Two of those are within Anet's grasp to fix. As I've said, some of the instabilities are terrible, and the molten encounter is also, simply due to the vast amount of AoE, agony on 90% of attacks, and you can't realistically get up downed or defeated people.

Slightly off-topic: Clerics? good god, it'll take your team 5 hours to complete a single run.

I like the new fights (esp Mai/Horrik), don't get me wrong. But the sheer amount of Agony in the molten one is crazy. It gets to the point where AR doesn't matter, and attacks will 1 shot you anyways, but we've learned to live with that (50+ prior to patch). However with that comes knowing how to mitigate with blind, block, prots. These have little effect in there since most of the attacks can't be blocked, prot won't save you, and bosses can't be blinded.

#21 Phineas Poe

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Posted 03 December 2013 - 08:03 PM

Actually, you're right. It is overall healing effectiveness, not specifically healing skills. My mistake. I haven't gotten to 46, which is where that instability is supposed to be active. I do think it's important to identify that the instabilities aren't random. You can plan around them. But I did remember seeing a datamined post on Reddit that showed some ones that aren't there from 31-50, including one that killed you when you used healing skills. This would place greater importance on builds like Elixir-Infused Bombs that didn't have a purpose in PvE beforehand.

#22 Phineas Poe

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Posted 04 December 2013 - 03:14 PM

Looks like we are getting ascended armor December 10. If they can be slotted with Versatile Simple Infusions, you may not need the Agony Infusions after all. Though it may not hurt making +10s just to prepare for 50+.

#23 Andemius

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Posted 04 December 2013 - 04:08 PM

View PostPhineas Poe, on 04 December 2013 - 03:14 PM, said:

Looks like we are getting ascended armor December 10. If they can be slotted with Versatile Simple Infusions, you may not need the Agony Infusions after all. Though it may not hurt making +10s just to prepare for 50+.

Yes, so it would seem. 100AR looks viable, if expensive. Hopefully that is enough to progress a decent way.




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