Ascalonian Tombs issues...

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Ascalonian Tombs issues...

Unread postby Nekosan » 29 Aug 12, 10:52 pm

Anyone had a run of the first dungeon yet? Seems like the scaling is all **** in there and the mobs all have too much health, we got through the first mode with a pile of wipes and once we got into explorable we just get packs of 5 ascalonians that will roll the whole party and we practically have to kill one at a time for an entire group wipe...
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Re: Ascalonian Tombs issues...

Unread postby Helelix » 30 Aug 12, 12:04 am

I went through that one in the beta, and yes, that's exactly what happens. The Dungeons are meant to be really hard. When I did it, we treated each enemy as a veteran enemy and bosses as champion monsters that were all scaled one or two levels above us. We tried to take out each one individually but we could manage 3 at a time. From memory the final boss took ~15 mins and multiple deaths of each participant and the whole dungeon took from 1hr30 to 2hrs.

And as a side note, the final loot is pretty ****. A few of my guild-mates have done it and posted some pretty bad items. Theres even a chance that you wont get an item for your profession.
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Re: Ascalonian Tombs issues...

Unread postby Nekosan » 30 Aug 12, 12:55 am

Helelix wrote:And as a side note, the final loot is pretty ****. A few of my guild-mates have done it and posted some pretty bad items. Theres even a chance that you wont get an item for your profession.


1 person got a single tiny upgrade during story mode and we got nothing from the exploration mode at all, the last boss in story mode dropped the same caster helmet (yellow) for every one of us and nobody wanted it.

I honestly can't believe it's meant to be like it was tonight, eg: pull a chain on the wall and a mini event spawns 5 Ascalonian ghosts, 2 warriors get insta gibed and we all wipe, we then had to screw around till we somehow (i still don't know how) managed to pull a single pair out of the pack (for no apparent reason).

We spent about an hour and a half trying whatever boss that is that has the monk and the mesmer with him, 50% of initiates he would yank in the initiator from a stupid distance and 1shothem (and anyone else he grabbed), we tried so many fkn times to kite him around while we killed the monk (to stop the heals) but the total randomness of the aggro makes it nearly impossible to do anything with coordination, it just seems like the health on ALL the mobs in totally scaled wrong.

We had one point where a single mob 1 shot 4 of us and then a lone warrior just chilled out fighting him for the minute it took everyone else to get back without taking any damage, we also had a go at that event where you have to collect the spirits and protect the devices and it was just totally impossible to keep up with the spawns.



If that's intentional design then whoever did their dungeons is THE WORST developer I've ever encountered, it actually left us all not wanting to play the game any more, and our grp was comprised of 4 former hardcore raiders, I can't remember ever having a progression raid night EVER in another game which was more stupidly hard than this FIRST DUNGEON.... god only **** knows what new players will make of the place. It was like trying to do BC era raids in WoW with no boss mods of any kind and bosses which had no clear mechanics that you can see.

I'm not even going to sleep tonight because i can't shake the feeling that we just did something terribly wrong, but we can't have... but it can't be intentional design that it takes 5 people 3 minutes to kill a single spiderling that has a bajillion hit points....
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Re: Ascalonian Tombs issues...

Unread postby Angeredsoul » 4 Sep 12, 6:21 am

Same experiences. Melee severely gimped, graveyard zerging seems to be one of the only strats for some fights.

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Re: Ascalonian Tombs issues...

Unread postby TheMeadow » 4 Sep 12, 5:31 pm

Been through twice now - second run I got some cool level 70 stuff that is upgrades for me, which is nice. Ended up with 2 weapons and 3 pieces of armor. Nice score, I made our teams Grape Tarts so we get 16% magic find as well.. so thats a nice addon to it.

The dungeon is hard, so many ways to go and such - but we have got it worked out to know what to do, the only boss we have an issue with is the lovers.
we go to the ranger first, then lovers and then Kasha and King are just cakewalk after that, we have a strat for the lovers, but we tried it last night walked in, pulled aoe'd team wipe :( worked once we got into it
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Re: Ascalonian Tombs issues...

Unread postby aetherfox » 12 Sep 12, 1:47 pm

Is this still true or have they nerfed the difficulty? I've recently done a the ascalonian tombs and the one after it for the first time, and they both seemed rather easy.

None of us really had any idea of strategy or build or tactics, we just went in with our solo specs and did whatever and it worked out fine. I had 3 deaths total in ascalonian tombs, 1 death in the manor. Playing an ele in staff spec and it seemed like you just needed to spread out and be quick to intervene if allies get downed.

In some sense I came out of both dungeon runs thinking I still knew nothing about how you were supposed to run the dungeons, because we never wiped, so we never had to adjust what we were doing. I figured it was just common sense (look at all the buffs and debuffs, apply the ones your party is missing - try to have weaken and chill on the bosses, and have a healthy amount of regen and condition removal)
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Re: Ascalonian Tombs issues...

Unread postby Nekosan » 12 Sep 12, 4:56 pm

aetherfox wrote:Is this still true or have they nerfed the difficulty? I've recently done a the ascalonian tombs and the one after it for the first time, and they both seemed rather easy.


Entirely possible that some of the retarded pulls were changed, I wouldn't know because the first runs left such a bad taste in everyones mouths that we all refuse to go back, I've found that it was just straight up THE WORST dungeon in the game.
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Re: Ascalonian Tombs issues...

Unread postby aetherfox » 13 Sep 12, 11:08 am

In any case the game being hard isn't a bug. It's a damn feature, and as a self proclaimed "hard core raider" you should be celebrating it. If games weren't hard, then hardcores wouldn't exist.

I remember doing, say, Naxx in vanilla wow. Or even Karazhan in Burning Crusade immediately upon release (within 2 weeks) when it' was stupidly hard. The heroics upon release were stupidly hard as well (tank gets one shotted by arcane damage in the first pull). Then Karazhan got nerfed something stupid within 2 months of release and everyone and their mother was able to do it.

Heck even in Diablo 3, I finished the game on Inferno on my Barb, then what did Blizzard so... they reduced the damage done by inferno mobs by 66% (yes, damage got rescaled downwards to one third of what it was). The game became a joke and I quit immediately.

Everything gets nerfed a few weeks / months later for the casuals to complete the content. Enjoy the difficulty and prestige while you can, it's not going to last.
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Re: Ascalonian Tombs issues...

Unread postby TheMeadow » 14 Sep 12, 3:51 pm

I was never saying it being hard was bad - wiping a lot and repairs bills aside for 'non dungeon players' is a little annoying - but learning how to do it on our own was more rewarding to them.

There was more of a bug that trying to go in as a group wasn't working - the pop up box "invited to join your party in click enter" hasn't been working (its been out for 2 days since launch and apparently extends to other dungeons) however, I need to get into explorable mode and start farming some Ascalonian Tears
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