Counter productive achievements.
This one is big and the real reason I posted.
The first time I did the fight it was okay, and I just, yeah, kinda raid-ish, chaos and stuff.
Second time I tried to follow the achievements and suddenly the fun is gone. More importantly I am now working against my team by taking a valuable slot and not fighting.
- Don’t get hit by the laser or lingering scorch marks: No longer do I dodge past the scorch mark not caring if I get hit because I can heal up. That would fail the achievement which in turn means I am twiddling my thumbs and hoping that all three colors will spawn where I am boxed in.
- Don’t hit the holograms without the attunement: Not only am I going more slow mo because I don’t want the buff to run out while hitting (a problem with grenades snail lobbing) but once we get the mini holograms following us around I’m no longer shooting since I will hit the wrong ones.
In either case I am not helping my team anymore and just taking up space. Now multiply this for how many more others who are trying to do the same and suddenly I am left to wonder if this is not a ploy to make the content last longer by pitting players against players.
Because these achievements only work if we win this adds up to a number of failed fights where everything repeats itself with players trying to earn the achievements, but the fight failing since they are not helping.
The usual bugs.
Something I noticed and others have too: the blue circle spawns much more rarely than the others.
Watchknight loot bug: Killed twelve Knights solo and got six bags. Followed the advice in a thread here and joined a five person part and got six bags per watchknight.
Killed the spider three times: no achievement. And yes, I know of the cocoon and how she must not eat it. She did not. She spawns, she barely moves, she cocoons someone, we break those persons out, fight ends, no achievement.
The usual usual.
Saving LA was great. Kinda like WvW with some fighting, some zerging, and some rescuing. It was different. This patch? We’re back to fighting huge sacks of HP.
Huge sacks of HP with one shot attacks, I might add. And so overburdened with flashy effects I could not even tell if it was facing me or facing the other way, not that it made a difference since, despite lacking a tail, they can still hit behind them via fancy PbAoE. There might be a tell. I would be hard pressed to say if there was or not. Is it Anet’s official stance to reduce all graphical settings to a minimum to play their content? Please advise.
The watch knights themselves are okay-ish at around two to three minute long fights but the last boss at 20 minutes non stop is just eye watering.
This is way, way, way too long for something that relies on a hundred or so persons to know what to do when we have the Queensdale baby boom generation wandering in without a clue.
And I mean, seriously, not knowing that to do. I keep seeing dead people when we have a bus wide orange stripe saying not to be there.
Either the fights are shorter or they do not require coordination or they are in a smaller scale. But not all at once.