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By on Sep 18, 2012 at 4:35 pm, in GW2, News  |  Comments: 1 comment

Originally posted by Jon Peters (Source)


Let me clarify the change a bit since not everyone understands it.

If you run the exact same chain twice in a row you will have your rewards cut. This means you can bounce back and forth between 2 different chains, even in the same dungeon without ever hitting this change. This change is made to encourage people to try different chains.

If you speed clear dungeons at a rate of more than 2/ hour, and continue to do that for some time your rewards will slowly begin to degrade. It doesn’t kick in after running a single dungeon and it doesn’t immediately zero out rewards.

Finally we reduced the value of repeating the story mode, because they are built to be easier and we want to encourage those repeating dungeons to run explore mode.

Originally posted by Robert Hrouda (Source)


Hey folks, I’ve been reading this thread for a bit and figured I’d come weigh in on things. I built this dungeon, and fixed the problem, so I’m going to come at you from the designer perspective on things to try and illuminate why I did what I did, and what exactly I did. It wasn’t made clear, and I apologize for that.

The main thing I am seeing, is that people are upset that I took away their super profitable low risk, fast, token grind. I did not go into this thinking everyone would be happy with my changes – I knew I would be upsetting people because I was taking away a super easy speed-run money printer.

I took it away for a few reasons – chief among them being what I feel is taking advantage of a couple bugs found in the same chain, and our leashing/aggro system. I played with groups who did this, and watched you-tube clips of what was going on. The problems I identified with the speed run aspect of this are as follows:

  • 1. You just need 1 person to get to the magmacyte across the magma field. This will cause an invulnerable Magg to run across the entire field through mobs and progress the dungeon. Then this person teleports back.
  • 2. Instead of fighting the enemies in a timed event at he door buster, you just circle strafe them or leash aggro them to “kill the clock” since it was only a 100 second timer on the event.
  • 3. Final Boss encounter isn’t threatening.

So what did I do?

  • 1. I made it so that Magg has to get to the other side of the Magma field and close to the magmacyte – not just a player. Magg not taking aggro from nearby enemies was a big reason for this issue to be resolved. By giving him aggro, and forcing you to escort him to the ending, I fixed what I considered to be a bug/exploit that I introduced through poor planning.
  • 2. I extended the time from 100 seconds to 200 seconds at the Door Buster event. I intended for you to fight those guys, not circle strafe them and aggro leash chain them. I also added 1 additional mob to the encounter at the very middle (a bow dude) to account for you now having twice the time to defeat the waves that come in.
  • 3. I made the fireballs hurt more. Not greatly more – they’ll do about 3-4k damage to a DPS focused player, but you should have anywhere between 15k-25k HP, so there’s a bit of wiggle room for error.
  • I made this path hard, because it was easy. It’s an explorable dungeon path, and they should be hard. Wearing the flame legion armor set should be a symbol of what you went through to obtain something. It should mean something. Right now it means you did 40 speedruns in 2 days.

I hope this helps a bit, but I understand you’re upset. For all it’s worth I’m sorry, and I hope we can move past this.

By on Sep 18, 2012 at 4:35 pm, in GW2, News  |  Comments: 1 comment

Originally posted by Jon Peters (Source)


Let me clarify the change a bit since not everyone understands it.

If you run the exact same chain twice in a row you will have your rewards cut. This means you can bounce back and forth between 2 different chains, even in the same dungeon without ever hitting this change. This change is made to encourage people to try different chains.

If you speed clear dungeons at a rate of more than 2/ hour, and continue to do that for some time your rewards will slowly begin to degrade. It doesn’t kick in after running a single dungeon and it doesn’t immediately zero out rewards.

Finally we reduced the value of repeating the story mode, because they are built to be easier and we want to encourage those repeating dungeons to run explore mode.

Originally posted by Robert Hrouda (Source)


Hey folks, I’ve been reading this thread for a bit and figured I’d come weigh in on things. I built this dungeon, and fixed the problem, so I’m going to come at you from the designer perspective on things to try and illuminate why I did what I did, and what exactly I did. It wasn’t made clear, and I apologize for that.

The main thing I am seeing, is that people are upset that I took away their super profitable low risk, fast, token grind. I did not go into this thinking everyone would be happy with my changes – I knew I would be upsetting people because I was taking away a super easy speed-run money printer.

I took it away for a few reasons – chief among them being what I feel is taking advantage of a couple bugs found in the same chain, and our leashing/aggro system. I played with groups who did this, and watched you-tube clips of what was going on. The problems I identified with the speed run aspect of this are as follows:

  • 1. You just need 1 person to get to the magmacyte across the magma field. This will cause an invulnerable Magg to run across the entire field through mobs and progress the dungeon. Then this person teleports back.
  • 2. Instead of fighting the enemies in a timed event at he door buster, you just circle strafe them or leash aggro them to “kill the clock” since it was only a 100 second timer on the event.
  • 3. Final Boss encounter isn’t threatening.

So what did I do?

  • 1. I made it so that Magg has to get to the other side of the Magma field and close to the magmacyte – not just a player. Magg not taking aggro from nearby enemies was a big reason for this issue to be resolved. By giving him aggro, and forcing you to escort him to the ending, I fixed what I considered to be a bug/exploit that I introduced through poor planning.
  • 2. I extended the time from 100 seconds to 200 seconds at the Door Buster event. I intended for you to fight those guys, not circle strafe them and aggro leash chain them. I also added 1 additional mob to the encounter at the very middle (a bow dude) to account for you now having twice the time to defeat the waves that come in.
  • 3. I made the fireballs hurt more. Not greatly more – they’ll do about 3-4k damage to a DPS focused player, but you should have anywhere between 15k-25k HP, so there’s a bit of wiggle room for error.
  • I made this path hard, because it was easy. It’s an explorable dungeon path, and they should be hard. Wearing the flame legion armor set should be a symbol of what you went through to obtain something. It should mean something. Right now it means you did 40 speedruns in 2 days.

I hope this helps a bit, but I understand you’re upset. For all it’s worth I’m sorry, and I hope we can move past this.

By on May 31, 2012 at 5:19 pm, in Article, TERA  |  Comments: 5 comments

A Korean gaming site by the name of Inven had a chance to sit down yesterday with Bluehole Studios, and ask them some questions about the future of TERA, and upcoming Queen of Argons Part 2 patch.   Over on the TERA Europe forums, a player named Cori provided a translation of this interview.  From this interview we can see that there are many positive changes coming to Tera, including some nice buffs coming to Lancer and Warrior tanking abilities, in addition to some new abilities.

By on Mar 7, 2012 at 9:00 am, in Article, Featured Article, Guides, SWTOR  |  Comments: 21 comments

Jedi Guardians will be familiar to anyone who has played a sword-and-shield warrior-type tank class in any MMORPG. They are the traditional melee tank relying on a combination of absorption, avoidance, and mitigation to successfuly tank content.

As the Jedi Knight you will start your journey as a Jedi Padawan on the planet Tython, the starting world of the Jedi Knight and Consular. As a Jedi Padawan you are expected to pass the Jedi Trials before being promoted to the rank of the Knight.

Upon reaching level 10, you will be able to choose an Advanced Class (AC) from the Jedi Advance Class trainer near the Combat Training section of Carrick Station. To play the “Tank” role in a group, you must pick the Guardian Specialization as your AC choice. After choosing your AC you will be able to equip heavy armor and use a shield generator to maximize your mitigation. When you pick the Guardian AC, you will receive your first shield generator for free. The Guardian Specialization opens up three skill trees where you can spend your skill points. Skill points are earned at the rate of one point per level for a maximum of 41 points. The three skill trees are Defense, Focus, and Vigilance. Defense is the Tank tree; Vigilance is the DPS tree optimal for Player Versus Environment (PVE); and Focus is the DPS tree optimal for Player Versus Player.

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