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  1. #1
    Player
    saeedaisspecial's Avatar
    Join Date
    Sep 2013
    Posts
    290
    Character
    Kool Kat
    World
    Excalibur
    Main Class
    Alchemist Lv 50
    Let's go over for a second and look at all of the forced stops, again, it's not that it's omg 2 seconds! It's the sheer number of them.

    Tam Tara:
    Locked wall until mobs die after the first 3 packs, WITH an invicible monster that can't be damage until other mobs die.
    Right after, the same thing.

    First boss.

    Next tunnel is 2 packs on monsters.
    After that there are 3 rooms each which require running to and activating coffins to spawn additional monsters.
    All of these need to be done to open a door to the second boss.

    Second boss has to go through dialogue to even spawn.

    Next tunnel is two packs of trash, then an invincible monster that requires it's tethered mobs to kill, and that also spawns monsters.

    Total stops: 7

    Hullbreaker:
    No real stops up until the Ape which requires the mobs in front of it to be killed.

    First boss.

    Next sections involves spawning mimics to get a KI that requires picking up.
    More trash until you get to a door that requires activating with the KI to pass through.
    After is another door that requires the same thing, but with 2 KIs.

    Second boss has multiple stops where it goes underground, I had 3 in my runs, so there's another 3 on its own.

    Last packs of trash are blocked by 2 Water doors.

    Final boss has multiple stops when it grabs and flings people across the arena, it's invincible during this point, so forced stops. This happened two times when I've ran it.

    Total stops: 12

    Stone Vigil I've only ran once, but that entire dungeon sucks because the second boss is one of the worst ideas ever conceived for a boss fight in this game.
    Off the top of my head though, I can think of at least 3 "kill before passing" doors, and that point where you have to stop and fire cannons at the Dragon multiple times for it to spawn monsters.

    Compare the sheer number of stops in these dungeons to previous, which only had one or two stops/doors per section at most.
    It's not that it's 2 seconds, it's that the sheer number is ridiculous.

    I have no issues pulling everything at once or one pack at a time. SR or no SR. The fact is the forced stops really make the dungeons irritating to run.
    (3)
    Last edited by saeedaisspecial; 07-12-2014 at 05:37 AM.

  2. #2
    Player
    Wintersandman's Avatar
    Join Date
    May 2014
    Posts
    1,190
    Character
    Winter Sandman
    World
    Hyperion
    Main Class
    Paladin Lv 70
    Quote Originally Posted by saeedaisspecial View Post
    Let's go over for a second and look at all of the forced stops, again, it's not that it's omg 2 seconds! It's the sheer number of them.
    I don't think there are as many as you are saying there are. You should count them out per dungeon.
    (0)

  3. #3
    Player
    Wintersandman's Avatar
    Join Date
    May 2014
    Posts
    1,190
    Character
    Winter Sandman
    World
    Hyperion
    Main Class
    Paladin Lv 70
    Quote Originally Posted by saeedaisspecial View Post
    Let's go over for a second and look at all of the forced stops, again, it's not that it's omg 2 seconds! It's the sheer number of them.

    Tam Tara:
    Locked wall until mobs die after the first 3 packs, WITH an invicible monster that can't be damage until other mobs die.
    Right after, the same thing.
    I don't see how this is a forced stop. It just means you have to follow a kill order and can't AoE everything down.

    Quote Originally Posted by saeedaisspecial View Post
    First boss.

    Next tunnel is 2 packs on monsters.
    After that there are 3 rooms each which require running to and activating coffins to spawn additional monsters.
    All of these need to be done to open a door to the second boss.

    Second boss has to go through dialogue to even spawn.
    You can click on coffers while progressing. Again not a forced stop. I don't recall a dialogue making the boss spawn. So I will give you 1 here.

    Quote Originally Posted by saeedaisspecial View Post
    Next tunnel is two packs of trash, then an invincible monster that requires it's tethered mobs to kill, and that also spawns monsters.

    Total stops: 1
    Again you have to follow a kill order. That is not a forced stop. That is more battle mechanics than anything. So sorry you can't AoE.

    Quote Originally Posted by saeedaisspecial View Post
    Hullbreaker:
    No real stops up until the Ape which requires the mobs in front of it to be killed.

    First boss.

    Next sections involves spawning mimics to get a KI that requires picking up.
    More trash until you get to a door that requires activating with the KI to pass through.
    After is another door that requires the same thing, but with 2 KIs.
    Those mimics can be triggered way in advance. Not a forced stop and the tank can be running ahead while the healer picks up tablets. Which is also not a forced stop.

    Quote Originally Posted by saeedaisspecial View Post
    Second boss has multiple stops where it goes underground, I had 3 in my runs, so there's another 3 on its own.
    We can pull apart almost any dungeon that has a fight mechanic similar to this. King Behemoth, Lost boss in Bray HM, Cutter's Cry, Acheron just to name off a few.

    Quote Originally Posted by saeedaisspecial View Post
    Last packs of trash are blocked by 2 Water doors.
    You can run through the doors. They aren't a forced stop as you can chain everything together.

    Quote Originally Posted by saeedaisspecial View Post
    Final boss has multiple stops when it grabs and flings people across the arena, it's invincible during this point, so forced stops. This happened two times when I've ran it.

    Total stops: 5
    This only happens on the last tentacle. Otherwise you can be dps'ing arms etc. So less that 10% of the fight.

    Quote Originally Posted by saeedaisspecial View Post
    Stone Vigil I've only ran once, but that entire dungeon sucks because the second boss is one of the worst ideas ever conceived for a boss fight in this game.
    Off the top of my head though, I can think of at least 3 "kill before passing" doors, and that point where you have to stop and fire cannons at the Dragon multiple times for it to spawn monsters.

    Compare the sheer number of stops in these dungeons to previous, which only had one or two stops/doors per section at most.
    It's not that it's 2 seconds, it's that the sheer number is ridiculous.

    I have no issues pulling everything at once or one pack at a time. SR or no SR. The fact is the forced stops really make the dungeons irritating to run.
    I don't think these are as forced as you make them out to be. You are just unhappy you can lock out mobs or aoe every pack down.
    (9)

  4. #4
    Player
    Tule's Avatar
    Join Date
    Aug 2013
    Posts
    232
    Character
    Tule Lycoris
    World
    Excalibur
    Main Class
    Conjurer Lv 61
    Quote Originally Posted by saeedaisspecial View Post
    Snip
    This is the most incredibly spinned post I've ever seen. Boss = Stop? So.. you don't want bosses? Counting tethered mobs as a "stop"? You can still pull the entire room and aoe the hell out of everything. The tethered boss just dies a little slower. Counting tablets and keys to open doors? Really? So 7 stops is awful. Using your logic.

    Braflox.

    Stop after full pull for doors

    Boss

    Stop after second pull for goblin to explode rock

    Boss

    Stop for first gate

    Stop for second gate

    6. If you don't include final boss. 7 if the first pull is just to the bridge and you lock out the last two mobs.
    (4)

  5. #5
    Player
    saeedaisspecial's Avatar
    Join Date
    Sep 2013
    Posts
    290
    Character
    Kool Kat
    World
    Excalibur
    Main Class
    Alchemist Lv 50
    Quote Originally Posted by Tule View Post
    This is the most incredibly spinned post I've ever seen. Boss = Stop? So.. you don't want bosses? Counting tethered mobs as a "stop"? You can still pull the entire room and aoe the hell out of everything. The tethered boss just dies a little slower. Counting tablets and keys to open doors? Really? So 7 stops is awful. Using your logic.

    Braflox.

    Stop after full pull for doors

    Boss

    Stop after second pull for goblin to explode rock

    Boss

    Stop for first gate

    Stop for second gate

    6. If you don't include final boss. 7 if the first pull is just to the bridge and you lock out the last two mobs.
    I'm not counting the bosses as stops. Read what I said properly.
    The bosses have text dialogues before they even spawn, they literally waste time. Those are stops.
    In certain fights monsters become invincible for periods of time, those too are stops. Saying "well they're just mechanics" is silly, because they're designed that way, therefore intended as stops.
    (0)