Means you will need a minimum of 4 lvl 30's who know how to run the relic on hard. Means at least 1 of them will be teleported every time and you will always have at least 1 outside. Even with random teleporting if you have a strong group who knows what they are doing you won't have a problem.
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Edited by CheckForAPulse: 10/27/2014 3:39:22 AMMy point is that the devs just blatantly lied saying it was a bug, when it clearly wasnt. It would have been coded with the intention of it working exactly as it does at present, just it's being used differently to how they anticipated it. That isn't a bug, it's crap design. Also they should put their focus into making the next ones foolproof, rather than wasting time on this one so this whole situation doesn't repeat itself, should just be left as it is now and be done with it.
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Where's the proof that it wasn't a bug?
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Edited by CheckForAPulse: 10/27/2014 6:06:29 AMIf it was supposed to be totally random and didnt work that way it would have become blatantly obvious throughout testing for a start, There's mentions in a few dev diaries/pre-release statements about them playing the raid (which should be obvious, since they would have had to do it anyway during the development process to make sure the mechanics work for the most part as intended and initially scale the difficulty up/down until they were happy with it). If the teleportations were supposed to be totally random it would have become blindingly obious to them at that point, since they would know exactly what's supposed to happen and how, and it would have been mentioned long before now. Also, the fact that it consistently teleports the furthest 3 people rather than just being the odd occasion it doesnt work (supposedly) as intended leads me to believe it was just a design flaw, not an actual bug. I'd also imagine the coding required to make it choose players at random and teleport them, as opposed to being dependant on range as it is at present would be totally different, they would have noticed or at least acknowledged it wasn't working LONG before now if it was actually a bug rather than an afterthought to try and increase the difficulty because they messed up. Also, regardless of that part of the encounter being a bug or not, it's not game breaking so they shouldn't waste time "fixing" it. It also doesn't change the fact that this is taking time away from making sure the next raid(s) work as intended and are foolproof so they dont fumble as badly as they did with this one. Maybe if they had a stickied forum thread/ help page of known bugs and the status of fixes for them (like most games do) they'd have far more credibility with their communit, rather than just keeping people in the dark and not acknowledging real issues while they roll out little fluff patches to shut people up in the meantime.
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"I'd imagine" no need to read anything else. It seems unlikely that it would be a bug, but that doesn't change the fact that it very well could be. If it was a bug that could also explain why sometimes he teleports two people instead of three. There are so many things that interact together that would contribute that honestly, it is possible no matter how unlikely it seems. But I don't see any proof there. Just theories and assumptions. You also neglect that the devs likely wouldn't have people sitting back and are playing it in a way that they intend it to be played. Like how could they miss the fact that he could walk off the edge or get forced off? They already know they have stagger mechanics and stuff so why wasn't that tested and taken care of? Because it's relatively simple. But they have an image in mind for how they want the game to be played and it's hard for the people involved to find everything because of that stuff. Do you think that they had the same people getting teleported or even think that they were noting their position compared to each other while doing it when he would port. It's simple enough when millions of people are playing it and intent on breaking the game and figuring everything out as much as possible, but it's not always so simple as someone who is involved in making the game. I don't think any of this matters though. People will always claim whatever they want about their conspiracy theories and everything. I mean look at the defense of "it's not game breaking so why fix it" which is entirely asinine. If it's something that they didn't intend and do NOT want it to continue work that way, they SHOULD fix it.
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Edited by CheckForAPulse: 10/28/2014 11:21:50 PMSo without proof any argument is totally invalidated? People lie in most situations to save face, even for small things let alone as a company with a publishing giant they have a multi million dollar contract with (and it's investors to keep happy) breathing down your neck. The push mechanic is something they wouldn't have been able to notice easily, if at all while playing the encounter properly. The timestream teleports on the other hand happen numerous times an encounter, it surely would have been noticed there's a consistent pattern to it rather than being random throughout the test phase. Though, even if they did miss it themselves, the community worked this out within the first few days of the raid unlocking with the countless steamers and YouTube how to videos yet there was never any mention of it being a bug until now, it's a bit too convenient. If this was a new discovery and they'd acknowledged it sooner I'd believe it, but it just seems like a rubbish excuse to mask a last ditch effort to increase the difficulty because it's easier than they had originally anticipated. As I said before, even if it is a bug it really isn't game breaking like the 1 min atheon push and templar pushing. They are eating up dev time which could be used much more effectively at this point making sure the new content doesn't have similar flaws. Every game has bugs, some are left though because they aren't a valuable use of dev time to bother fixing, just aren't that bad or give people a laugh. Some bugs even stay just because they actually make the games a little more enjoyable with their unintentional consequences, the bugged knife in battlefield 2142 was one of my (and a lot of other people within the communities) favourite things, made for epic knife fights.
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It doesn't matter if people lie. You think they lied just because....well...you have nothing concrete to support it? Just basing it on assumption? It's not fact and it needs proof to be substantiated. You can't just go around saying they're lying or that it wasn't a bug and then expect it to be taken as fact without proof to go with it, it's a baseless claim otherwise. The fact is you don't know and don't have proof so you can't say it's fact or true, you're assuming. I don't even take a stance on it either way because it seems like it'd be hard that it would just happen like that unintentionally but there's so much that goes into it that many things get by that "should" be noticed or seem like they'd be intentional. I'm calling out the fact that if you don't have proof then don't make a claim like it's fact, as it's word against word, and they would know if it was intended or not (not you). Also doesn't matter if it's breaking the game or not. If they didn't intend it to be done that way and don't want it to be done that way, they should fix it. If they don't care or like the unintended effect, then they should keep it. You know developers do have control over the way they want a game to be experienced and just because it's not gamebreaking and doesn't matter to you means jack to them? [i]If they don't want it done that way then they should fix it[/i]. End of story. Arguing that it's not gamebreaking or important is stupid. It's up to them to determine what they ultimately want to be the experience and obviously they don't want "stand in the back for teleport team" to be the experience of the raid. Gamebreaking or not is irrelevant.
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Lol, you'd be a politicians dream.
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Because I can recognize that the developers ultimately determine the experience they intend for players to have?
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Edited by CheckForAPulse: 11/1/2014 1:17:49 AMBy breaking more than they fixed, when it wasn't really a problem to begin with, like they did? Lol. Was an awful experience full of actual bugs which do ruin the gameplay experience what they were intending? There goes more dev time wasted fixing all the new stuff they broke. They should have just left it alone and focused on the actual problems.