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Old Nov 25, 2007, 02:11 PM // 14:11   #1
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Default Rez pad buffer zones...

Forgive is this is a double post...

There are numerous resurrection shrines throughout Factions and Nightfall that apparently have no monster buffer zone, meaning the second you rez, you are surrounded by hostiles. I know you get a few free seconds of invulnerability, but that's really of no use whatsoever to teams that pull enemies (trappers, etc.) or teams that use any kind of shadow form builds.

Chances are, you just died because skills were recharging or you got low on energy. To be warped over to a rez pad with a hostile group sitting on top it just compounds the DP and can end a trip very quickly.

I understand also that if you are dumb enough to actually pull a group to the rez pad, you get what you deserve. But what's the point really of allowing characters to resurrect on top of hostiles, only to be brutally slain again and compound the death penalty?

Enemy patrols should be programmed to avoid shrines, giving teams the opportunity to continue play with their the DP they just earned. It shouldn't be an automatic end to the mission (which is most notable in hard mode) just because the programming can't give them a true second chance.
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Old Nov 25, 2007, 02:24 PM // 14:24   #2
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It would be nice to get an option as to what rez shrine you rez at too. I don't think they'll do that, but maybe in GW2.
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Old Nov 25, 2007, 02:55 PM // 14:55   #3
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I don't think Arena Net has the time to check every Explorable Area and redesign them, they will only redesign an area if a lot of people have trouble with it (like the Duncan res shrine problem).
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Old Nov 25, 2007, 03:29 PM // 15:29   #4
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Quote:
Originally Posted by Alexandra-Sweet
I don't think Arena Net has the time to check every Explorable Area and redesign them, they will only redesign an area if a lot of people have trouble with it (like the Duncan res shrine problem).
That one has been fixed?

That was probably one of my biggest peeves. We finally just took in a putrid explosion / wells necro to blow our own corpses up to get through that mess, not to mention we had to burn through a fair share of consumables. After that first rez shrine mob, the rest of the mission was at least manageable as far as aggro was concerned.

I did notice though if you ran hard left the second you spawned you could take them out without draggin them onto the shrine. But invariablity someone in our group would log late.
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Old Nov 25, 2007, 03:43 PM // 15:43   #5
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Quote:
Originally Posted by stamenflicker
That one has been fixed?
http://www.guildwars.com/support/gameupdates/
Quote:
Originally Posted by Update - Thursday, November 08, 2007
Moved a patrol of Stone Summit Dwarves who often traveled too close to the entrance in Duncan the Black's level of Slaver's Exile.
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Old Nov 25, 2007, 04:50 PM // 16:50   #6
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Still a large mob in Forgewright's area right at the second rez shrine, by the door. That hurt me a lot.
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Old Nov 25, 2007, 08:10 PM // 20:10   #7
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If you rez with full health, full energy, and a few seconds of invulnerability and still can't kill the mob, I think you deserve another 15% DP. Just saying.
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Old Nov 25, 2007, 08:25 PM // 20:25   #8
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Quote:
Originally Posted by Seef II
If you rez with full health, full energy, and a few seconds of invulnerability and still can't kill the mob, I think you deserve another 15% DP. Just saying.
Full health and energy? DP. A mob? Okay, if I can't keep frozen soil alive while I fend off a minion master and his three healers, then... well sorry. Next time I'll bring Ursan. -.-
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Old Nov 25, 2007, 11:12 PM // 23:12   #9
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Another bad spot is Xaquang skyway in hard mode, with the Rit boss there. If he manages to kill your party, he'll march straight to the shrine and sit there. In normal mode it's a non-issue, as he's weak enough to go down by the second round. But with 400+damage aoe skills, he can wipe a mob of h/h very easily.
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Old Nov 25, 2007, 11:24 PM // 23:24   #10
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Quote:
Originally Posted by Zeek Aran
Full health and energy? DP. A mob? Okay, if I can't keep frozen soil alive while I fend off a minion master and his three healers, then... well sorry. Next time I'll bring Ursan. -.-
Slaver's was fixed; I believe that comment was directed at normal PvE situations.

Only one which I can say is completely unfair is the res shrine between Droknar's Forge and Camp Rankor. Avicara, Trees, and Azure Shadows, and huge numbers....there's really no chance if you spawn and they're all clustered around the shrine, because it's a good 3 to 4 mobs worth of foes.
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Old Nov 25, 2007, 11:34 PM // 23:34   #11
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Its pretty much been that way since Prophecies. I just come to expect it and restart when necessary. Next time I would romp through an area like that I would take a different route so that I'm not trapped in the never ending loop of kill death kill.
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Old Nov 26, 2007, 02:21 AM // 02:21   #12
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Quote:
Originally Posted by Seef II
If you rez with full health, full energy, and a few seconds of invulnerability and still can't kill the mob, I think you deserve another 15% DP. Just saying.
Full energy? My exhaustion never goes away when I rez. I love it when people get on and try to sound so big and bad, when they've no idea what they're talking about.

Smart players wait until skills are recharged and energy is back up before pulling another mob in hard mode. You don't have that option when you rez on top of them.

Trapping teams are basically screwed. Anyone who uses shadow form is screwed if their energy isn't back up. Any team that loads up a tank with enhancements to hold aggro is basically screwed. 55 monks are screwed. Ele's with high energy / exhaustion builds are screwed. Warriors who rely on longer recharging stances in combination with renewing smash are screwed. So are runners, and several dervish that typically load up with enhancements BEFORE aggro-ing a mob. There are any number of builds, groups, and types of adventuring that are not possible when something like this occurs. Solo farmers are dead in the water. There are countless scenarios in which it is absolutely not possible to escape another round, or two, or three of DP.
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