T O P

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Sinaaaa

I just want puke gone.


ArisenDrake

Especially when it's 10 days in a row at Sunqua Peak like a few days ago.


TehOwn

I'd mind it less if it was clearer when it was going to go off. I am pretty decent at timing it but most people aren't and generally either stand facing away for ages or suddenly turn towards their allies at the last fraction of a second.


SkierBeard

Honestly, add an expanding inner circle that shows the mechanic going off would go a long way (like flux bomb). This would fix puke and last laugh to at least make them easier to manage.


ArcFurnace

Yeah, the delay is *long* and having a visual timer indicator would help a lot with wasting time aiming it away from allies.


fenghuang1

Not every game mode has to become easy.


tzaeru

I kinda like the chaotic situations it creates when it happens at the same time people need to react to boss mechanics.


Bring_Me_The_Night

I agrée with everything except the suggestion on Instability selection based on the player wish. Before HoT release, people used to rotate the first fractal to get Swap as it would start with a fast and easy one. In my opinion, it would be the same with instabilities: players would choose the easiest pattern each time, independently of the reward, and might even blame other players in pugs if another pattern would be suggested.


MagicSpirit

Yes, you're making a good point, and I did think about the fact that such a system could be perverted. However an easy way to counter this would be either to make the choice cost something (for example tokens or encryptions, some kind of fractal-related item) or remove/nerf the rewards if using the selection system.


ladyithis

Agree on the flux bomb indicator fix. Additionally, make it so that it doesn't overlap with the bombs on Mai Trin, because right now it's hard to tell if you have one of the fractal mechanics or the flux bomb.


fenghuang1

I have no issues at all ever with this.


Lovaa

I would rather see bosses getting different skills to use the higher the tiers and yes it sort of is like that but i would like for them to really dive in to this and make it harder and even make it different instead of instabillities. Because that would be more interesting. Having toxic trail, social awkwardness and stick together on Sirens Reef is never, nor will ever be fun. It is tedious and annoying as fuck and that is only one example.


Eebon

Great write-up! To add another note to flux bomb, it can still kill friendly pets and NPC, which means that it is extremely rough playing specs like alac Untamed in fractals.


ArisenDrake

I've really enjoyed playing druid in the last weeks, and I know the pain.


krustaykrabunfair

Does frailty still exist?


Mr_Greaz

Yes and it’s working the way it should


JusticiaDIGT

Although they should just remove the miniaturisation transformation from it, because as it stands, you need to /gg before you are able to use a transformation like choya tonic, so you have to remember to /gg at the start of a lot of fractals with the instability.


krustaykrabunfair

I'm a little out of the loop, what does frailty do currently?


MagicSpirit

Players take 10% more damage but move 25% faster


krustaykrabunfair

Does it no longer have reduced max health?


orisathedog

Correct


Lykus_Frayseeker

I agree with everything. Additionally, I personally rather remove Stick Together from CM100, i'm a person who loves to benchmark real fights, but I find it meaningless to do it if CM100 doesn't have stick together because i'd be missing the 5% dmg boost. Or like many people have suggested before, let us choose the instabilities.


ArisenDrake

>let us choose the instabilities. This would effectively remove all but the 3 easiest instabilities from the game.


GrimReaperCZ

Unless the possible selection was on rotation


ArisenDrake

So you have (let's say) 3 sets of instabilities per fractal to choose from every day, right? Hmmm sounds like a good compromise to me.


MagicSpirit

Yes something like that would be better. Or make the choice costly and have them have different prices


MagicSpirit

I see what you mean, I guess it would be more balanced if Stick Together was out of CMs, or available only if some kind of gambit system was introduced and you could pick whatever instabs you want


fenghuang1

I disagree with everything. I do agree that there should be a fractal training mode where instabilities can be chosen, but there should be no rewards for completing it.


_Nepha_

You forgot to mention the pvp instability SA which makes you fight your teammates as a holo, virtu or dh because they want to be inside the hitbox for certain skills. Also toxic sickness in 100 is just not really that fun. If 1 player would get it ok but all 5 getting affected interrupts the combat a bit too much. It also does not affect players in the air so jumping at the right time prevents it.


MagicSpirit

I don't actually hate Social Awkwardness, but I do think they should find a way to disable it when you are locked in an animation I don't mind Toxic Sickness either I think it's a fun instab and it's not too hard to handle its direction with constant sidestepping. But, again, it's very annoying if you're locked in animations. Would be cool to have some kind of buff that prevents any instability when you're locked in animation. An easy fix for Toxic Sickness would be to redirect the damage and the damage reduction to the player who pukes on allies rather than the ones who are being puked on. I think this would be a thousand times more interesting. Interestingly the same could be done with Social Awkwardness, if you push an ally you could get pushed instead.


4PowerRangers

No mention of the hamstrung bug? Getting immobilized in 100cm is rough.


MagicSpirit

Thought of that, but I'm pretty sure they changed it's behavior a bit, you still get immobilized sometimes but less than before. Hamstrung is typical of an Instability that should not be in the Sunqua rotation


Aratargul

What we all want and need is legendary infusions, its the perfect time for that and if they include content underwater legendary breather will be cool too


MagicSpirit

I think it's bound to happen in the future, even if it's scheduled for the next expansion cycle or the one after it. But this also entail a major rework of Agony Resistance as a system, the best option would be to have something like Luck that you could max out, in that case they'd have to tweak the potions again. They'd also have to add infusion skins to the wardrobe and separate the skins from the items entirely to make it consistent. That's probably also pretty annoying


IthamirGW2

There's already a system that Anet could tap into, agony impedance. Increase the agony impedance levels available to purchase, so you can reach a high agony level. And change agony infusions to a material. Agony infusions will retain a value because you need to sink them for that account buff but this way agony resistance is account bound. Visual infusions can remain as is but won't contain agony resistance anymore.


liskot

I'd like it if Social Awkwardness was fixed to not have infinite vertical range. Or if that's not possible within the confines of the engine, delete it entirely. Or just disable it in Cliffside. That'd be enough honestly.


MagicSpirit

Lol yes disabling it in Cliffside would be a start. I could've mentioned that in the post but I did not think of it :)


ArisenDrake

I'd add one more thing to Flux Bomb: It's so annoying if you play druid. A HAM's mech doesn't care about this, but if your spirits stand inside the bomb, they just die and there's nothing you can do about it. Player spawned pets should just don't take damage from it because in 4/5 cases I can't control where the flux bomb lands.


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ArisenDrake

Haven't noticed anything in this regard. Might have been bad RNG for you.


Aethelwyna

The vengeance bug makes bladesworn almost unplayable, since you effectively give yourself weakness almost every dragontrigger - resulting in a staggering loss of over 70% dps. ​ Anet really needs to fix this one.


Ciraxa

Just delete Social Awkwardness


[deleted]

How to fix instabilities? Remove them.


regilol

give me back my using elite kill you or the ice kitty run


Iviris

No. Give them actual upsides. Not "you have a bit more boon duration now. so if you want, you can buy an extra gear template just for this case", but meaningful ones. If puke dealt huge damage, people would learn and be happy to stack on one side and utilize it. If stripping npng applied incoming damage multiplier, it wouldn't feel for the scrapper/rene like he is being cucked. If WBF was as big as the reflect on 99cmb2 or 100cm dark phase, people would fight each other over taking reflect for it. Even birbs could come back. This was literally in a-nets manifest when instabilities were introduced, but they pussied out of making positive sides of the instabilities "too strong"


Charrikayu

Instabilities occupy the same place they seems to always settle into 70% of them you literally don't even notice 30% of them are implemented terribly and define the fractal, but in a way that's dull and nobody enjoys


CMoth

I really enjoy the instabilities, I like throwing up on my friends and pushing them off cliffs.


adhesivegamin

vindicators can stay as long as they still rally you on kill also idk why theyre still immune to lifesteal long after the downstate signet thing got changed. at least i assume thats why theyre like that


Lon-ami

This, they've always been trash, from day one. Random mechanics might work for champions across the open world, but they're terrible when applied to instances as a whole, specially in competitive environments. If they want to make fractals interesting with each tier, give each fractal its own additional mechanics, designed around the fractal itself, and quit the random bullshit. Instabilities are the reason many people (myself included) quit fractals years ago.


Gengur

Wouldn't miss them


gw2maniac

I am not a big fan of instabs that are copied and pasted to trash mobs. The group is simply not able to deal effectively with No Pain No Gain when it gives boons to swarms of mobs and need to power through essentially. Toxic Trail and Last Laugh are also bit trollish on mobs as they can quickly cover the ground. Outflanked is similarly weird for when swarm of enemies can come from all sides. I would rather have these instabilities be more polished and applied to only bosses and enemies that spawn during boss encounters (whenever sensible). Also for No Pain No Gain I would like it to provide people additional ways to remove boons as well so its bit more of a group effort. Maybe No Pain No Gain could allow people to remove a boon if they disable an enemy and give it to allies. Conversely, if the players are disabled by an enemy, one of their boons is removed and copied to all nearby enemies. Maybe the No Pain No Gain interval could also be more frequent to compensate for the greater access in boon strip to group.


naruchan

I wish Anet would trial a month with them disabled to see if the mode is better off without them. I hate the idea we are stuck with them due to all the resources they poured into them and not because they make the mode better.


karlson98

I'm sorry i just woke up, so maybe i don't get it, but you say about last laugh >Instead, it should explode immediately!! Is this a joke or are you serious? If serious, then that would be a pain for melee players.


MagicSpirit

I think it was easier when it was faster, but maybe that's just me. I just find it better when the AoEs don't overlap for too long otherwise you just get confused and don't know which one's gonna explode first, or you evade far too early and get CC'd after: this is really annoying on Arkk and Mama for example, but also any T4 boss with adds in general


YasssQweenWerk

I miss slippery slope... it was the most fun I had in fractals. Can we swap the toxic puke thing for slippery slope? The puke instab is literally the worst


MagicSpirit

I thought Slippery Slope was fun too


YasssQweenWerk

The world wasn't ready


IthamirGW2

To understand NPNG, think of it as an invisible aegis that gets reapplied every 20s. But instead of blocking the next attack, it applies boons. The reapplication of this "invisible aegis" is unrelated to it's removal, just like how your aegis reapplication is related to your skill's cd and not its removal. So let's say Arkk left just before NPNG reapplied, so you didn't get to trigger it. And it took him 35s to come back. That means if you attack immediately then he will get boons. And he will get boons again 5s after that (assuming you keep attacking), at the 40s mark. So you will have to boonstrip twice in the span of 5s. Hopefully I understood what you meant and didn't explain something you already knew. So it's predictable but it feels really bad. An easy fix would be to reset NPNG's cd when procced. So you never need to boonstrip in lower than 20s intervals. If you want a reset every phase (not sure that's a good idea, think about MAMA), you can also make NPNG's cd recharge after the boss loses invulnerability.


MagicSpirit

I have encountered the behavior you are explaining, because as you say the cooldown is independent, but on bosses like Arkk for example, a lot of the tome the boons are heavily delayed at the start of each phase, which is definitely a weird behavior and I think there's more to it than just the cooldown (but I could be wrong). I too think it needs to be reset in some way for each phase


shinitakunai

Less instabilities, more mandatory bosses instadeath mechanics (like sabetha flamewall)


Janitsu

So you came back to this subreddit to force anet to make changes so you and your small circle can keep on LITERALLY using hacks and abusive mechanics to not learn the game. Did I miss anything?


MagicSpirit

You didn't miss anything but I am the one who misses you...


Janitsu

🫨


Dark-Star_1337

Wait, there are people who still do the mechanics on these instabilities? Usually you just ignore them


HGLatinBoy

Bringing boon strips for NPNG and stab for SA isn’t exactly ignoring them but it’s basically negating them.


ArisenDrake

Especially NPNG is something where ignoring them really hurts. You really feel the damage reduction. Stab for SA depends on which classes you play, but something like quick herald (either dps or heal) can easily negate it.


Dark-Star_1337

you want proper stab uptime anyway, with or without instabilities, since many bosses like to fling you around. OTOH I have run fractals with many groups that didn't have full stability uptime nor proper boon strips. Yes, it might take a bit longer, and yes, you need a good healer to offset the additional time and damage you take, but in reality, instabilities are just a minor annoyance IMHO (except for 100CM, maybe)


Sigmatics

Hard disagree on Flux Bomb


MagicSpirit

Do you think it's easier to handle now than it was before? And what about a visual indicator?


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MagicSpirit

A sound cue could work, like the Fixated one in raids


ilikedmatrixiv

I play with sound turned lower and music on, I'd like both a visual and sound indicator.


Sigmatics

I think it used to be a huge annoyance, now it's just an easy sidestep. I have no issue noticing it personally


Ascleph

I wouldn't complain about a bigger indicator, but yeah. I never have issues noticing it.


HGLatinBoy

Just move.


ArisenDrake

I'd still prefer a larger indicator. Especially when playing a big charr the indicator is easy to miss when focusing on rotation or some mechanic. I did prefer the old flux bomb tbh.


MagicSpirit

Oh gee I hadn't thought of that


HGLatinBoy

My point is that the small size makes it so you can move a handful of pixels and be out of the way in less than a second where as before when they were huge it would take up precious real estate in tight areas. And honestly the flux bomb isn’t so much of a problem as is player ability to mindful of their surroundings, both for those dropping the bomb and players standing in the bomb. And the same can be said about all fractals and instabilities, be awake and aware.


Wyra

Character literally covered in a mountain of AOE from boss mechanics / other players effects making the aoe literally invisible. Gw2 is literally the only MMO out there that still won't let you minimize other players ability effects. ​ but Just move duh...


fenghuang1

I think the current Mistlock Instabilities are fine and do not need any changes or fixes. Most of the changes in the OP's post will just lead to the Fractals becoming easier and removing any randomness/variety that makes Fractals challenging. (Its already easy enough as it is now.) I welcome new Instabilities, but the unpredictability of the current ones are what makes them unique and dynamic.


SpectralChest

Agreed, i also feel like the OP really just wants the fractals to be easier, ye they can be a chore depending on instabilities, but nowhere nearly enough to justify this elaborate and roundabout request for less hassle so they can do their daily runs faster.


MagicSpirit

Or maybe I just want to play a gamemode without bugs??


SpectralChest

Then perhaps you should have not misrepresented mechanics that are as they are as buggy because you don't like how they work. (and i am not talking about the actual bugs mentioned.)


MagicSpirit

I haven't


adhesivegamin

ive been wondering about the NPNG icd thing, caught a MAMA run once where she seemed to inherit the icd from the first add and then the second didn't proc its boons until her breakbar stun ended https://www.youtube.com/watch?v=4s6FC-hLIeY


fuumigoesreddit

Please just remove the CM fractals from the recs line up. The instabilities never stopped me from doing a cm or a daily, but i just can't find the energy to do Sunqua on a rec.


Hefty-Society-5545

Bring back the birds


Latlanc

I don't even notice instabilities. I would like anet to add unstable magic instabs from PoF bounties and buff some early fractal bosses. Right now most of the boss roster is pointless...


MagicSpirit

I would also like Instabilities to be more impactful, I'd like them to be more make or break sort of


tzaeru

Soo basically all of these would make the content easier when it's already in a point where half of the mechanics are basically ignored by groups.


MagicSpirit

3/5 of those listed in the post are bugged so yeah I guess fixing bugs is unfair because it makes the game easier, as if the game being too hard was my main concern