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  1. #11
    Player
    Fynlar's Avatar
    Join Date
    Jan 2014
    Posts
    2,999
    Character
    Fynlar Eira
    World
    Hyperion
    Main Class
    Red Mage Lv 100
    Except the end portal explicitly tells you its saving your progress. "Would you like to save your progress and exit the dungeon?"
    Thing is, that isn't even true. It gets saved if you voluntarily exit after killing the boss, even if you don't use the portal (for instance, it gets saved if you kill the boss then open the DF menu and select leave, in which case the prompt that comes up is the usual "Abandon duty?" and mentions nothing about saving). The exit portal has nothing to do with saving your progress.

    Once people realize this, it's not exactly difficult to make the logical leap and assume that it's killing the boss that saves your progress. The game never makes an effort to tell you "oh, you can avoid saving by d/cing yourself, as unintuitive as that is!"

    This isn't a matter of not reading, it's a matter of the right information not being written to us.

    People don't read anything in general. Why was Steps of Faith "hard"? People ignored the NPC barking orders.
    Again, not really a matter of not reading, it was a combined matter of mechanics still being unclear despite what the NPC said + the fight being way too 1-shotty in general for anyone besides tanks.

    Plenty of people did not, and still do not, know how to use the cannons. The cannons were pretty much vital pre-nerf and even post-nerf they are highly, highly advised. In addition to this, tanks that don't realize that focusing any effort on Vishap is useless and they should be positioning adds in front of Vishap to get cannoned, and DPS not realizing that unlike nearly any other fight with adds in the game, they actually should not be focusing on adds here, and should be saving them for the cannons. If any one of these things is going wrong, the effectiveness of the cannons drops significantly.

    If nobody else besides you has done the fight before you can pretty much guarantee that you're on dragonkiller duty, because nobody else will know where to go to activate those. They're kinda off the beaten path and nothing really indicates "hey, go up here", and by the time anyone figures it out the opportunity will probably already be lost. What to do with the snares on the 2nd and 3rd dragonkiller isn't intuitive to everyone, either (and also something the NPC does not specifically instruct you on how to handle).
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    Last edited by Fynlar; 07-25-2016 at 09:29 AM.